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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
188 return 1; 196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 player *tmp; 217 {
218 p = new player;
208 219
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 221 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
217 * 'who'. 224 * 'who'.
218 */ 225 */
219 tmp=first_player; 226 player *tmp = first_player;
227
220 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 229 tmp = tmp->next;
222 if(tmp!=NULL) 230 if (tmp != NULL)
223 tmp->next=p; 231 tmp->next = p;
224 else 232 else
225 first_player=p; 233 first_player = p;
226 234
227 p->next = NULL; 235 p->next = NULL;
228 } 236 }
229 237
230 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
231 * for next and socket. 239 * for next and socket.
232 */ 240 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 241 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 242
236 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 244 * we deal with that below this point.
238 */ 245 */
239 p->party=NULL; 246 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 250 p->Swap_First = -1;
244 251
245#ifdef AUTOSAVE 252#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
247#endif 254#endif
248 255
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 257
251 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 259 p->ob = op;
253 op->speed_left=0.5; 260 op->speed_left = 0.5;
254 op->speed=1.0; 261 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 263 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 266
260 roll_stats(op); 267 roll_stats (op);
261 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
262 clear_los(op); 269 clear_los (op);
263 270
264 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
265 p->last_speed= -1; 272 p->last_speed = -1;
266 p->shoottype=range_none; 273 p->shoottype = range_none;
267 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 275 p->petmode = pet_normal;
269 p->listening=10; 276 p->listening = 10;
270 p->usekeys=containers; 277 p->usekeys = containers;
271 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 280 p->do_los = 1;
274 p->explore=0; 281 p->explore = 0;
275 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
276 283
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
280 286
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 288
283 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
286 * at zero. 292 * at zero.
287 */ 293 */
288 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
289 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
291 } 298 }
292 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
293 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
294 } 302 }
295 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
297 305
298 p->socket.update_look=0; 306 p->socket.update_look = 0;
299 p->socket.look_position=0; 307 p->socket.look_position = 0;
300 return p; 308 return p;
301} 309}
302
303 310
304/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
305static void set_first_map(object *op) 313set_first_map (object *op)
306{ 314{
307 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 316 op->x = -1;
309 op->y = -1; 317 op->y = -1;
310 enter_exit(op, NULL); 318 enter_exit (op, NULL);
311} 319}
312 320
313/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
315 * mode. 323 * mode.
316 */ 324 */
317 325
326int
318int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
319 player *p; 329 player *p;
320 330
321 p=get_player(NULL); 331 p = get_player (NULL);
322 p->socket = *ns; 332 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket. 339 * on the uncoming socket.
330 */ 340 */
331 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 342 set_first_map (p->ob);
333 343
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
336 send_rules(p->ob); 346 send_rules (p->ob);
337 send_news(p->ob); 347 send_news (p->ob);
338 display_motd(p->ob); 348 display_motd (p->ob);
339 get_name(p->ob); 349 get_name (p->ob);
340 return 0; 350 return 0;
341} 351}
342 352
343/* 353/*
344 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
347 */ 357 */
358archetype *
348archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
349{ 360{
350 archetype *start = at; 361 archetype *start = at;
362
351 for (;;) { 363 for (;;)
364 {
352 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
353 at=first_archetype; 366 at = first_archetype;
354 else 367 else
355 at=at->next; 368 at = at->next;
356 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
357 return at; 370 return at;
358 if (at == start) { 371 if (at == start)
372 {
359 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 374 exit (-1);
361 } 375 }
362 } 376 }
363} 377}
364 378
365 379
380object *
366object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
367 object *op = NULL; 383 object *op = NULL;
368 player *pl = NULL; 384 player *pl = NULL;
369 objectlink *ol; 385 objectlink *ol;
370 unsigned lastdist; 386 unsigned lastdist;
371 rv_vector rv; 387 rv_vector rv;
372 388
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390 {
374 /* We should not find free objects on this friendly list, but it 391 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
378 */ 395 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
380 object *tmp=ol->ob; 398 object *tmp = ol->ob;
381 399
382 /* Can't do much more other than log the fact, because the object 400 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 401 * itself will have been cleared.
384 */ 402 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 404 ol = ol->next;
387 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
388 if (!ol) return op; 406 if (!ol)
389 } 407 return op;
408 }
390 409
391 /* Remove special check for player from this. First, it looks to cause 410 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 413 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
397 */ 416 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 418 continue;
400 419
401 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
402 op=ol->ob; 422 op = ol->ob;
403 lastdist=rv.distance; 423 lastdist = rv.distance;
404 } 424 }
405 } 425 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
408 430
409 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
410 op=pl->ob; 432 {
411 lastdist=rv.distance; 433 op = pl->ob;
412 } 434 lastdist = rv.distance;
413 } 435 }
436 }
414 } 437 }
415#if 0 438#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 440#endif
418 return op; 441 return op;
419} 442}
420 443
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 444/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 445 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 484 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 485 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 486 * is blocking itself.
464 */ 487 */
488int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
466 rv_vector rv; 491 rv_vector rv;
467 sint16 x,y; 492 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 494 mapstruct *m, *lastmap;
470 495
471 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
472 497
473 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 499 return 0;
726}
727 500
728void confirm_password(object *op) { 501 x = mon->x;
502 y = mon->y;
503 m = mon->map;
504 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
507 /* If we can't solve it within the search distance, return now. */
508 if (diff > max)
509 return 0;
510 while (diff > 1 && max > 0)
511 {
512 lastx = x;
513 lasty = y;
514 lastmap = m;
515 x = lastx + freearr_x[dir];
516 y = lasty + freearr_y[dir];
729 517
518 mflags = get_map_flags (m, &m, x, y, &x, &y);
519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
520
521 /* Space is blocked - try changing direction a little */
522 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
525 /* recalculate direction from last good location. Possible
526 * we were not traversing ideal location before.
527 */
528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
529 if (rv.direction != dir)
530 {
531 /* OK - says direction should be different - lets reset the
532 * the values so it will try again.
533 */
534 x = lastx;
535 y = lasty;
536 m = lastmap;
537 dir = firstdir = rv.direction;
538 }
539 else
540 {
541 /* direct path is blocked - try taking a side step to
542 * either the left or right.
543 * Note increase the values in the loop below to be
544 * more than -1/1 respectively will mean the monster takes
545 * bigger detour. Have to be careful about these values getting
546 * too big (3 or maybe 4 or higher) as the monster may just try
547 * stepping back and forth
548 */
549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
552 continue; /* already did this, so skip it */
553 /* Use lastdir here - otherwise,
554 * since the direction that the creature should move in
555 * may change, you could get infinite loops.
556 * ie, player is northwest, but monster can only
557 * move west, so it does that. It goes some distance,
558 * gets blocked, finds that it should move north,
559 * can't do that, but now finds it can move east, and
560 * gets back to its original point. lastdir contains
561 * the last direction the creature has successfully
562 * moved.
563 */
564
565 x = lastx + freearr_x[absdir (lastdir + i)];
566 y = lasty + freearr_y[absdir (lastdir + i)];
567 m = lastmap;
568 mflags = get_map_flags (m, &m, x, y, &x, &y);
569 if (mflags & P_OUT_OF_MAP)
570 continue;
571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
574 if (mflags & P_BLOCKSVIEW)
575 continue;
576
577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
579 }
580 /* go through entire loop without finding a valid
581 * sidestep to take - thus, no valid path.
582 */
583 if (i == (DETOUR_AMOUNT + 1))
584 return 0;
585 diff--;
586 lastdir = dir;
587 max--;
588 if (!firstdir)
589 firstdir = dir + i;
590 } /* else check alternate directions */
591 } /* if blocked */
592 else
593 {
594 /* we moved towards creature, so diff is less */
595 diff--;
596 max--;
597 lastdir = dir;
598 if (!firstdir)
599 firstdir = dir;
600 }
601 if (diff <= 1)
602 {
603 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance.
605 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
608 }
609 if (diff > max)
610 return 0;
611 }
612 /* If we reached the max, didn't find a direction in time */
613 if (!max)
614 return 0;
615
616 return firstdir;
617}
618
619void
620give_initial_items (object *pl, treasurelist * items)
621{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626
627 for (op = pl->inv; op; op = next)
628 {
629 next = op->below;
630
631 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way
633 */
634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
635 SET_FLAG (op, FLAG_APPLIED);
636
637 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions
639 */
640 if (pl->type == PLAYER)
641 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
643 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 {
648 remove_ob (op);
649 free_object (op);
650 continue;
651 }
652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
661 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
679 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683
684 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be
686 * merged properly.
687 */
688 if (need_identify (op))
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
695 {
696 remove_ob (op);
697 free_object (op);
698 continue;
699 }
700 else if (op->type == SKILL)
701 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0;
704 op->level = 1;
705 }
706 /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */
710
711 /* Need to set up the skill pointers */
712 link_player_skills (pl);
713}
714
715void
716get_name (object *op)
717{
730 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
731 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 796}
734 797
798void
735void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
736 if (party == NULL) { 801 if (party == NULL)
802 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 804 return;
739 } 805 }
740 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 810}
745 811
746 812
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
748int roll_stat(void) { 815roll_stat (void)
816{
749 int a[4],i,j,k; 817 int a[4], i, j, k;
750 818
751 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
753 821
754 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 823 if (a[i] < k)
756 k=a[i],j=i; 824 k = a[i], j = i;
757 825
758 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 827 {
828 if (i != j)
829 k += a[i];
830 }
762 return k; 831 return k;
763} 832}
764 833
834void
765void roll_stats(object *op) { 835roll_stats (object *op)
836{
766 int sum=0; 837 int sum = 0;
767 int i = 0, j = 0; 838 int i = 0, j = 0;
768 int statsort[7]; 839 int statsort[7];
769 840
841 do
770 do { 842 {
771 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
782 853
783 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
791 862
792 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
793 do { 865 {
794 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
795 j = statsort[i]; 868 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 870 statsort[i + 1] = j;
798 i = 0; 871 i = 0;
799 } else { 872 }
800 i++; 873 else
801 } 874 {
875 i++;
876 }
877 }
802 } while (i < 6); 878 while (i < 6);
803 879
804 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
811 887
812 888
813 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
820 896
821 op->level=1; 897 op->level = 1;
822 op->stats.exp=0; 898 op->stats.exp = 0;
823 op->stats.ac=0; 899 op->stats.ac = 0;
824 900
825 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
828 904
829 fix_player(op); 905 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
834} 910}
835 911
912void
836void Roll_Again(object *op) 913Roll_Again (object *op)
837{ 914{
838 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 918}
841 919
920void
842void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
843{ 922{
844 signed char tmp; 923 signed char tmp;
845 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
846 925
847 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
851 return; 931 return;
852 } 932 }
853 933
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
855 935
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 937
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 939
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 949 op->stats.ac = 0;
871 950
872 op->level=1; 951 op->level = 1;
873 op->stats.exp=0; 952 op->stats.exp = 0;
874 op->stats.ac=0; 953 op->stats.ac = 0;
875 954
876 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
879 958
880 fix_player(op); 959 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
886} 965}
887 966
888 967
889/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
895 */ 974 */
975int
896int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
897{ 977{
898 int keynum = key -'0'; 978 int keynum = key - '0';
899 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
901 981
902 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
903 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
904 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 989 }
908 else 990 else
909 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
910 992
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 994 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 } 995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
922 1007
923#if 0 1008#if 0
924 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 1010 op->x = -1;
926 1011
927 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
928#endif 1013#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 1016 add_statbonus (op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 1020 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 1022 return 0;
937 } 1023 }
938 case 'y': 1024 case 'y':
939 case 'Y': 1025 case 'Y':
940 roll_stats(op); 1026 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1028 return 1;
943 1029
944 case 'q': 1030 case 'q':
945 case 'Q': 1031 case 'Q':
946 play_again(op); 1032 play_again (op);
947 return 1; 1033 return 1;
948 1034
949 default: 1035 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
951 return 0; 1037 return 0;
952 } 1038 }
953 return 0; 1039 return 0;
954} 1040}
955 1041
956/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
960 * not the class. 1046 * not the class.
961 */ 1047 */
962 1048
1049int
963int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
964{ 1051{
965 int tmp_loop; 1052 int tmp_loop;
966 1053
967 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
968 remove_ob(op); 1056 remove_ob (op);
969 play_again(op); 1057 play_again (op);
970 return 0; 1058 return 0;
971 } 1059 }
972 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
973 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
974 1063
975 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
978 1067
979 /* Lauwenmark : Here we handle the BORN global event */ 1068 INVOKE_PLAYER (BIRTH, op->contr);
980 execute_global_event(EVENT_BORN, op); 1069 INVOKE_PLAYER (LOGIN, op->contr);
981 1070
982 /* Lauwenmark : We then generate a LOGIN event */
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
984 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
985 1072
986 if (op->msg) { 1073 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 1074 op->msg = NULL;
989 }
990 1075
991 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
992 * to save here. 1077 * to save here.
993 */ 1078 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 1080 make_path_to_file (buf);
996 1081
997#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
999#endif 1084#endif
1000 start_info(op); 1085 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 1088 link_player_skills (op);
1004 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1005 fix_player(op); 1090 fix_player (op);
1006 1091
1007 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1008 * is one for this race 1093 * is one for this race
1009 */ 1094 */
1010 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1011 object *tmp; 1097 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1015 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 1101 tmp = get_object ();
1017 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1022 * default initial map */ 1107 * default initial map */
1023 free_object(tmp); 1108 free_object (tmp);
1109 }
1024 } else { 1110 else
1111 {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 1113 }
1027 return 0; 1114 return 0;
1028 } 1115 }
1029 1116
1030 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1032 */ 1119 */
1033 1120
1034 tmp_loop = 0; 1121 tmp_loop = 0;
1035 while(!tmp_loop) { 1122 while (!tmp_loop)
1036 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1037 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1038 remove_statbonus(op); 1127 remove_statbonus (op);
1039 remove_ob (op); 1128 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1131 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1133 op->name = op->name_pl = name;
1044 op->name = name; 1134 op->x = x;
1045 free_string(op->name_pl); 1135 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1139 add_statbonus (op);
1054 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1141 }
1142
1058 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 1145 fix_player (op);
1061 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1064 if (op->msg) 1150 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 1154 return 0;
1068} 1155}
1069 1156
1157int
1070int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1071{ 1159{
1072 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1073 1161
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1075 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1166 return 1;
1078 } 1167 }
1079 1168
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1082 terminate_all_pets(op); 1172 terminate_all_pets (op);
1083 leave_map(op); 1173 leave_map (op);
1084 op->direction=0; 1174 op->direction = 0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1086 "%s quits the game.",op->name);
1087 1176
1088 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1178 check_score (op);
1090 op->contr->party=NULL; 1179 op->contr->party = NULL;
1091 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1093 1182
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1095 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1096 1186
1097 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */ 1190 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1103 next = mp->next; 1194 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1105 delete_map(mp); 1196 delete_map (mp);
1106 } 1197 }
1107 1198
1108 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1109 } 1200 }
1201
1110 play_again(op); 1202 play_again (op);
1111 return 1; 1203 return 1;
1112} 1204}
1113 1205
1206void
1114void flee_player(object *op) { 1207flee_player (object *op)
1208{
1115 int dir,diff; 1209 int dir, diff;
1116 rv_vector rv; 1210 rv_vector rv;
1117 1211
1118 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1216 return;
1122 } 1217 }
1123 1218
1124 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1223 return;
1128 } 1224 }
1129 1225
1130 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1133 */ 1229 */
1134 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1233 op->enemy = NULL;
1137 return; 1234 return;
1138 } 1235 }
1139 1236
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1141 op->enemy=NULL; 1239 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1241 return;
1144 } 1242 }
1145 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1146 1244
1147 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1247 {
1248 int m = 1 - (RANDOM () & 2);
1249
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return;
1253 }
1254 }
1155 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1257 op->enemy = NULL;
1158} 1258}
1159 1259
1160 1260
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1263 * stop.
1164 */ 1264 */
1265int
1165int check_pick(object *op) { 1266check_pick (object *op)
1267{
1166 object *tmp, *next; 1268 object *tmp, *next;
1167 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1168 int stop = 0; 1270 int stop = 0;
1169 int j, k, wvratio; 1271 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1171 1273
1172 1274
1180 if (next) 1282 if (next)
1181 next_tag = next->count; 1283 next_tag = next->count;
1182 1284
1183 /* loop while there are items on the floor that are not marked as 1285 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1286 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1186 { 1288 {
1187 tmp = next; 1289 tmp = next;
1188 next = tmp->below; 1290 next = tmp->below;
1189 if (next) 1291 if (next)
1190 next_tag = next->count; 1292 next_tag = next->count;
1191 1293
1192 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1193 return 0; 1295 return 0;
1194 1296
1195 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1196 continue; 1298 continue;
1197 1299
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1301 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1303 pick_up (op, tmp);
1202 continue; 1304 continue;
1203 } 1305 }
1204 1306
1205 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1207 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1311 {
1209 case 1: pick_up (op, tmp); 1312 case 0:
1210 return 1; 1313 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1314 case 1:
1212 return 0; 1315 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1316 return 1;
1214 case 4: pick_up (op, tmp); 1317 case 2:
1215 break; 1318 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1319 return 0;
1217 stop = 1; 1320 case 3:
1218 break; 1321 return 0; /* stop before pickup */
1219 case 6: 1322 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1323 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1324 break;
1222 pick_up(op, tmp); 1325 case 5:
1223 break; 1326 pick_up (op, tmp);
1327 stop = 1;
1328 break;
1329 case 6:
1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1331 pick_up (op, tmp);
1332 break;
1224 1333
1225 case 7: 1334 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1336 pick_up (op, tmp);
1228 break; 1337 break;
1229 1338
1230 default: 1339 default:
1231 /* use value density */ 1340 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1343 pick_up (op, tmp);
1235 >= op->contr->mode) 1344 }
1236 pick_up(op,tmp); 1345 }
1237 } 1346 else
1238 } 1347 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1348 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1349 if (op->contr->mode & PU_DEBUG)
1242 { 1350 {
1243 /* some debugging code to figure out item information */ 1351 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1352 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1355 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1253 1359
1254 sprintf(putstring,"...flags: "); 1360 sprintf (putstring, "...flags: ");
1255 for(k=0;k<4;k++) 1361 for (k = 0; k < 4; k++)
1256 { 1362 {
1257 for(j=0;j<32;j++) 1363 for (j = 0; j < 32; j++)
1258 { 1364 {
1259 if((tmp->flags[k]>>j)&0x01) 1365 if ((tmp->flags[k] >> j) & 0x01)
1260 { 1366 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1367 sprintf (tmpstr, "%d ", k * 32 + j);
1262 strcat(putstring, tmpstr); 1368 strcat (putstring, tmpstr);
1263 } 1369 }
1264 } 1370 }
1265 } 1371 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1267 1373
1268#if 0 1374#if 0
1269 /* print the flags too */ 1375 /* print the flags too */
1270 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1271 { 1377 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1273 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1274 { 1380 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1277 } 1383 fprintf (stderr, " ");
1384 }
1278 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1279 } 1386 }
1280#endif 1387#endif
1281 } 1388 }
1282 /* philosophy: 1389 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 1390 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 1393 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 1394 * example.
1288 * The drawback: right now it has no frontend, so you need to 1395 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 1396 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1291 */ 1398 */
1292 1399
1293 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1296 1403
1297 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1298 1405
1299 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1300 1408
1301 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 1411 * anything up */
1304 1412
1305 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1306 1415
1307 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 1417 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 1418 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1311 1421
1312 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1314 1425
1315 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1428 continue;
1317 1429
1318 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue;
1439 }
1323 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue;
1447 }
1326 1448
1327 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue;
1456 }
1330 1457
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue;
1466 }
1335 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue;
1474 }
1338 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1477 {
1478 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue;
1482 }
1341 1483
1342 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1487 {
1488 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue;
1492 }
1346 1493
1347 /* pick up all magical items */ 1494 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1497 {
1498 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue;
1502 }
1351 1503
1352 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1353 { 1505 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1356 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1357 1514
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 if (0)
1521 fprintf (stderr, "JEWELS\n");
1522 continue;
1523 }
1362 1524
1363 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue;
1533 }
1367 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue;
1541 }
1370 1542
1371 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue;
1551 }
1375 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue;
1559 }
1378 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue;
1567 }
1381 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue;
1575 }
1384 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1387 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1586 {
1587 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue;
1591 }
1390 1592
1391 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1596 {
1597 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue;
1601 }
1395 1602
1396 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1605 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1607 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1404 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1618 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1621 pick_up (op, tmp);
1410 } 1622 if (0)
1411 } 1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1627 }
1412 1628
1413 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1632 {
1633 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue;
1637 }
1417 1638
1418 /* any of the last 4 bits set means we use the ratio for value 1639 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1640 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1421 { 1642 {
1422 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1645 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1648 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1428 { 1649 {
1429 pick_up(op, tmp); 1650 pick_up (op, tmp);
1430#if 0 1651#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1433 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1434 } 1656 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1657 else
1658 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1438#endif 1661#endif
1439 continue; 1662 continue;
1440 } 1663 }
1664 }
1665 } /* the new pickup model */
1441 } 1666 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1667 return !stop;
1445} 1668}
1446 1669
1447/* 1670/*
1448 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1673 * found object is returned.
1451 */ 1674 */
1675object *
1452object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1453{ 1677{
1454 object *tmp = NULL; 1678 object *tmp = NULL;
1455 1679
1456 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1461 return op; 1684 return op;
1462 return tmp; 1685 return tmp;
1463} 1686}
1464 1687
1465/* 1688/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1690 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1691 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1692 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1693 */
1471 1694
1695object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1697{
1474 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1476 1700
1477 if (!type) 1701 if (!type)
1478 return NULL; 1702 return NULL;
1479 1703
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1707 {
1708 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1710 if (i > betterby)
1486 tmp = ntmp; 1711 {
1487 betterby = i; 1712 tmp = ntmp;
1488 } 1713 betterby = i;
1714 }
1715 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1490 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1720 {
1493 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1722 {
1495 return arrow; 1723 *better = 100;
1496 } else { 1724 return arrow;
1497 tmp = arrow; 1725 }
1726 else
1727 {
1728 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1730 }
1500 } else { 1731 }
1732 else
1733 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 {
1502 attacktype = 1<<attacknum; 1736 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1739 {
1740 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1742 }
1508 } 1743 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1745 {
1746 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1747 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1748 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1750 {
1751 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1752 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1753 }
1754 }
1755 }
1517 } 1756 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1758 return find_arrow (op, type);
1522 1759
1523 *better = betterby; 1760 *better = betterby;
1524 return tmp; 1761 return tmp;
1525} 1762}
1526 1763
1527/* looks in a given direction, finds the first valid target, and calls 1764/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1766 * op = the shooter
1530 * type = bow->race 1767 * type = bow->race
1531 * dir = fire direction 1768 * dir = fire direction
1532 */ 1769 */
1533 1770
1771object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1535{ 1773{
1536 object *tmp = NULL; 1774 object *tmp = NULL;
1537 mapstruct *m; 1775 mapstruct *m;
1538 int i, mflags, found, number; 1776 int i, mflags, found, number;
1539 sint16 x, y; 1777 sint16 x, y;
1540 1778
1541 if (op->map == NULL) 1779 if (op->map == NULL)
1542 return find_arrow(op, type); 1780 return find_arrow (op, type);
1543 1781
1544 /* do a dex check */ 1782 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1784 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1785 return find_arrow (op, type);
1548 1786
1549 m = op->map; 1787 m = op->map;
1550 x = op->x; 1788 x = op->x;
1551 y = op->y; 1789 y = op->y;
1552 1790
1553 /* find the first target */ 1791 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1555 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1559 tmp = NULL; 1799 tmp = NULL;
1560 break; 1800 break;
1801 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1805 * perhaps a bad assumption.
1564 */ 1806 */
1565 tmp = NULL; 1807 tmp = NULL;
1566 break; 1808 break;
1567 } 1809 }
1568 if (mflags & P_IS_ALIVE) { 1810 if (mflags & P_IS_ALIVE)
1811 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1813 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1814 {
1572 break; 1815 found++;
1573 } 1816 break;
1817 }
1574 if (found) 1818 if (found)
1575 break; 1819 break;
1576 } 1820 }
1577 } 1821 }
1578 if (tmp == NULL) 1822 if (tmp == NULL)
1579 return find_arrow(op, type); 1823 return find_arrow (op, type);
1580 1824
1581 if (tmp->head) 1825 if (tmp->head)
1582 tmp = tmp->head; 1826 tmp = tmp->head;
1583 1827
1584 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1585} 1829}
1586 1830
1587/* 1831/*
1588 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1836 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1837 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1838 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1839 * player fire modes.
1596 */ 1840 */
1841int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1843{
1600 object *left, *bow; 1844 object *left, *bow;
1601 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1846 int bowspeed, mflags;
1603 mapstruct *m; 1847 mapstruct *m;
1604 1848
1605 if (!dir) { 1849 if (!dir)
1850 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1852 return 0;
1608 } 1853 }
1609 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1611 else { 1856 else
1857 {
1612 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1859 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1860 * don't need to switch back and forth between bows and weapons.
1615 */ 1861 */
1616 if(bow->type==BOW) 1862 if (bow->type == BOW)
1617 break; 1863 break;
1618 1864
1619 if (!bow) { 1865 if (!bow)
1866 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1868 return 0;
1622 } 1869 }
1623 } 1870 }
1624 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1874 return 0;
1627 } 1875 }
1628 1876
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1878
1631 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1) 1882 if (bowspeed < 1)
1635 bowspeed = 1; 1883 bowspeed = 1;
1636 1884
1637 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1639 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1892 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1894 return 0;
1646 } 1895 }
1647 } 1896 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1650 return 0;
1651 } 1899 {
1900 return 0;
1901 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1905 return 0;
1655 } 1906 }
1656 1907
1657 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1659 remove_ob(arrow); 1911 remove_ob (arrow);
1660 free_object(arrow); 1912 free_object (arrow);
1661 return 0; 1913 return 0;
1662 } 1914 }
1663 1915
1664 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1917 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1922 return 0;
1670 return 0;
1671 } 1923 }
1672 set_owner(arrow, op); 1924 set_owner (arrow, op);
1673 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill); 1925 arrow->skill = bow->skill;
1675 1926
1676 arrow->direction=dir; 1927 arrow->direction = dir;
1677 arrow->x = sx; 1928 arrow->x = sx;
1678 arrow->y = sy; 1929 arrow->y = sy;
1679 1930
1680 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1934 fix_player (op);
1683 } 1935 }
1684 1936
1685 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1691 1943
1692 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1945 * added to the damage. I think the strength bonus is more proper.
1694 */ 1946 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1700 /* update the speed */ 1950 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1953
1706 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1710 1958
1711 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1964
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1966 }
1967 else
1968 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721 1970
1722 arrow->level = op->level; 1971 arrow->level = op->level;
1723 } 1972 }
1724 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying); 1976 arrow->slaying = bow->slaying;
1728 1977
1729 arrow->map = m; 1978 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1981
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1983 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1736 1985
1737 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1738 move_arrow(arrow); 1987 move_arrow (arrow);
1739 1988
1740 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1741 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1743 else 1993 else
1744 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1745 } 1995 }
1746 return 1; 1996 return 1;
1747} 1997}
1748 1998
1749/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 2000 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1754 * hence the function name. 2004 * hence the function name.
1755 */ 2005 */
2006int
1756int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1757{ 2008{
1758 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1759 2010
1760 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 2012 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 2014 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 2018 wcmod = -1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 2020 }
1769 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2024 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2025 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 2032
1778 } else { 2033 }
2034 else
2035 {
1779 /* Simple case */ 2036 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 2038 }
1782 return ret; 2039 return ret;
1783} 2040}
1784 2041
1785 2042
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1788 */ 2045 */
2046void
1789void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1790{ 2048{
1791 object *item; 2049 object *item;
1792 2050
1793 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 2054 return;
1796 } 2055 }
1797 2056
1798 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2058 if (!item->inv)
2059 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2061 return;
1802 } 2062 }
1803 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1804 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2069 return;
1808 } 2070 }
2071 }
1809 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2077 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2079 else
1815 else 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 2081 return;
1819 } 2082 }
1820 } 2083 }
1821 2084
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1825 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
1826 object *tmp; 2091 {
1827 if (item->arch) { 2092 object *tmp;
2093
2094 if (item->arch)
2095 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1830 item->speed = 0; 2098 item->speed = 0;
1831 update_ob_speed(item); 2099 update_ob_speed (item);
1832 } 2100 }
1833 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2103 }
1836 } 2104 }
1837 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1838 drain_rod_charge(item); 2107 drain_rod_charge (item);
1839 } 2108 }
1840 } 2109 }
1841} 2110}
1842 2111
1843/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1844 */ 2113 */
2114void
1845void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1846 int spellcost=0; 2117 int spellcost = 0;
1847 2118
1848 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1850 2122
1851 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1852 case range_none: 2125 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 2126 return;
1889 default: 2127
2128 case range_bow:
2129 player_fire_bow (op, dir);
2130 return;
2131
2132 case range_magic: /* Casting spells */
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2134 return;
2135
2136 case range_misc:
2137 fire_misc_object (op, dir);
2138 return;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2165 return;
1892 } 2166 }
1893} 2167}
1894 2168
1895 2169
1896 2170
1903 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1906 */ 2180 */
1907 2181
2182object *
1908object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1909{ 2184{
1910 object *tmp,*key; 2185 object *tmp, *key;
1911 2186
1912 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1914 2190
1915 /* First, lets try to find a key in the top level inventory */ 2191 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1918 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1920 */ 2198 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2200 break;
1923 } 2201 }
1924 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 2203 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 2204 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 2205 * a key, return
1928 */ 2206 */
1929 if (!tmp) { 2207 if (!tmp)
2208 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1931 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2213 {
2214 if ((key = find_key (pl, tmp, door)) != NULL)
2215 return key;
2216 }
2217 }
2218 if (!tmp)
2219 return NULL;
1934 } 2220 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 2221 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 2222 * see if we actually want to use it
1940 */ 2223 */
1941 if (pl!=container) { 2224 if (pl != container)
2225 {
1942 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1944 /* cases where this fails: 2229 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2231 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1948 * containers can be used. 2233 * containers can be used.
1949 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1953 * 2238 *
1954 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1955 * all the others. 2240 * all the others.
1956 */ 2241 */
1957 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2245 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2248 return NULL;
1966 } 2249 }
1967 } 2250 }
1968 return tmp; 2251 return tmp;
1969} 2252}
1970 2253
1971/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1974 * 0 otherwise 2257 * 0 otherwise
1975 */ 2258 */
2259static int
1976static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1977{ 2261{
1978 2262
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2263 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 2264 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1982 */ 2266 */
1983 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1984 2268
1985 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1986 if (key) { 2270 if (key)
2271 {
1987 object *container=key->env; 2272 object *container = key->env;
1988 2273
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2282 }
1995 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1997 "You open the door with the %s", query_short_name(key)); 2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2287 }
2000 /* Do this after we print the message */ 2288 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
2003 if (container != op) 2291 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
2006 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
2007 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2299 return 1;
2010 } 2300 }
2011 return 0; 2301 return 0;
2012} 2302}
2013 2303
2014/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2019 */ 2309 */
2020 2310
2311void
2021void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2022{ 2313{
2023 object *tmp, *mon, *tpl; 2314 object *tmp, *mon;
2024 sint16 nx, ny; 2315 sint16 nx, ny;
2025 int on_battleground; 2316 int on_battleground;
2026 mapstruct *m; 2317 mapstruct *m;
2027 2318
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2319 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2320 ny = freearr_y[dir] + op->y;
2032 2321
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2034 2323
2035 /* If braced, or can't move to the square, and it is not out of the 2324 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2325 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2326 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2328 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2329 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2330 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2331 * move_ob uses.
2043 */ 2332 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2338 if (!m)
2048 } 2339 return; /* Don't think this should happen */
2049 else m =tpl->map; 2340 }
2050 2341 else
2342 m = op->map;
2343
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2053 return; 2347 return;
2054 } 2348 }
2055 2349
2056 mon = NULL; 2350 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2351 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2352 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2353 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2354 * on the space
2061 */ 2355 */
2062 while (tmp!=NULL) { 2356 while (tmp != NULL)
2357 {
2063 if (tmp == op) { 2358 if (tmp == op)
2064 tmp=tmp->above; 2359 {
2065 continue; 2360 tmp = tmp->above;
2066 } 2361 continue;
2362 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2364 {
2069 break; 2365 mon = tmp;
2070 } 2366 break;
2367 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2369 mon = tmp;
2073 tmp=tmp->above; 2370 tmp = tmp->above;
2074 } 2371 }
2075 2372
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2373 if (mon == NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2374 return; /* into a wall */
2078 2375
2079 if(mon->head != NULL) 2376 if (mon->head != NULL)
2080 mon = mon->head; 2377 mon = mon->head;
2081 2378
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2380 if (player_attack_door (op, mon))
2381 return;
2084 2382
2085 /* The following deals with possibly attacking peaceful 2383 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2384 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2385 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2386 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2387 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2388 * and thus will not push them.
2091 */ 2389 */
2092 2390
2093 /* If the creature is a pet, push it even if the player is not 2391 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2392 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2393 * player owns it and it is either friendly or unagressive.
2096 */ 2394 */
2097 if ((op->type==PLAYER) 2395 if ((op->type == PLAYER)
2098#if COZY_SERVER 2396#if COZY_SERVER
2099 && 2397 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr 2398 ((get_owner (mon) && get_owner (mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2400#else
2106 && get_owner(mon)==op 2401 && get_owner (mon) == op
2107#endif 2402#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2404 {
2110 /* If we're braced, we don't want to switch places with it */ 2405 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2406 if (op->contr->braced)
2407 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2409 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2115 return; 2412 return;
2116 } 2413 }
2117 2414
2118 /* in certain circumstances, you shouldn't attack friendly 2415 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2416 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2417 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2418 * attack them either.
2122 */ 2419 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2422#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2423 (op->contr->peaceful
2424 || (mon->type == PLAYER
2425 && mon->contr->
2426 peaceful)) &&
2128#else 2427#else
2129 op->contr->peaceful && 2428 op->contr->peaceful &&
2130#endif 2429#endif
2131 !on_battleground 2430 !on_battleground))
2431 {
2432 if (!op->contr->braced)
2132 )) { 2433 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2435 (void) push_ob (mon, dir, op);
2136 } else { 2436 }
2437 else
2438 {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2439 new_draw_info (0, 0, op, "You withhold your attack");
2138 } 2440 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2441 if (op->contr->tmp_invis || op->hide)
2140 } 2442 make_visible (op);
2443 }
2141 2444
2142 /* If the object is a boulder or other rollable object, then 2445 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2446 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2447 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2449 {
2146 recursive_roll(mon,dir,op); 2450 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2451 if (action_makes_visible (op))
2148 } 2452 make_visible (op);
2453 }
2149 2454
2150 /* Any generic living creature. Including things like doors. 2455 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2456 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2457 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2458 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2459 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2460 */
2156 2461
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2464 {
2160 2465
2161 /* If the player hasn't hit something this tick, and does 2466 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2467 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2468 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2469 * incurred a 1 tick offset.
2165 */ 2470 */
2166 if (!op->contr->has_hit) { 2471 if (!op->contr->has_hit)
2472 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2474
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2476 }
2171 2477
2172 skill_attack(mon, op, 0, NULL, NULL); 2478 skill_attack (mon, op, 0, NULL, NULL);
2173 2479
2174 /* If attacking another player, that player gets automatic 2480 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2481 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2482 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2483 * the wiz.
2178 */ 2484 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2486 {
2181 short luck = mon->stats.luck; 2487 short luck = mon->stats.luck;
2488
2182 mon->contr->has_hit = 1; 2489 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2490 skill_attack (op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2491 mon->stats.luck = luck;
2185 } 2492 }
2186 if(action_makes_visible(op)) make_visible(op); 2493 if (action_makes_visible (op))
2187 } 2494 make_visible (op);
2495 }
2188 } /* if player should attack something */ 2496 } /* if player should attack something */
2189} 2497}
2190 2498
2499int
2191int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2192 int pick; 2502 int pick;
2193 object *transport = op->contr->transport;
2194 2503
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2505 return 0;
2506
2507 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9))
2509 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0;
2512 }
2513
2514 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517
2518 op->facing = dir;
2519
2520 if (op->hide)
2521 do_hidden_move (op);
2522
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ;
2525 else if (op->contr->fire_on)
2526 fire (op, dir);
2527 else
2528 {
2529 move_player_attack (op, dir);
2530 pick = check_pick (op);
2531 }
2532
2533 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing.
2535 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir;
2539 }
2540 else
2541 {
2542 op->direction = 0;
2543 }
2544 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities
2546 * for players.
2547 */
2548 animate_object (op, op->facing);
2549 return 0;
2257} 2550}
2258 2551
2259/* This is similar to handle_player, below, but is only used by the 2552/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2553 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2554 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2555 * the new speed values for commands.
2263 * 2556 *
2264 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2265 */ 2558 */
2559int
2266int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2267{ 2561{
2268 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2269 op->invisible = 1000; 2564 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2273 */ 2568 */
2274 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2570 op->invisible--;
2275 } 2571 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2277 op->invisible--; 2574 op->invisible--;
2278 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2279 make_visible(op); 2577 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2579 }
2282 } 2580 }
2283 2581
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2285 flee_player(op); 2584 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2585 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2288 op->speed_left--; 2588 op->speed_left--;
2289 return 0; 2589 return 0;
2290 } 2590 }
2291 } 2591 }
2292 2592
2293 /* I've been seeing crashes where the golem has been destroyed, but 2593 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2594 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2595 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2596 * put this in a a workaround to clean up the golem pointer.
2297 */ 2597 */
2298 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2301 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2303 } 2603 }
2304 2604
2305 /* call this here - we also will call this in do_ericserver, but 2605 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2607 * called, so we recheck it here.
2308 */ 2608 */
2309 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 }
2324 return 0; 2611 return 0;
2325}
2326 2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction);
2623 if (op->speed_left > 0)
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0;
2629}
2630
2631int
2327int save_life(object *op) { 2632save_life (object *op)
2633{
2328 object *tmp; 2634 object *tmp;
2329 2635
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2637 return 0;
2638
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food < 0)
2652 op->stats.food = 999;
2653 fix_player (op);
2654 return 1;
2655 }
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */
2659 return 0;
2355} 2660}
2356 2661
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2662/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2663 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2664 * function will descend into containers. op is the object to start the search
2360 * from. 2665 * from.
2361 */ 2666 */
2667void
2362void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2363{ 2669{
2364 object *next; 2670 object *next;
2365 2671
2366 while (op) { 2672 while (op)
2673 {
2367 next=op->below; /* Make sure we have a good value, in case 2674 next = op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2675 * we remove object 'op'
2369 */ 2676 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2371 remove_ob(op); 2679 remove_ob (op);
2372 op->x = env->x; 2680 op->x = env->x;
2373 op->y = env->y; 2681 op->y = env->y;
2374 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2685 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2686 else if (op->inv)
2379 op=next; 2687 remove_unpaid_objects (op->inv, env);
2688 op = next;
2380 } 2689 }
2381} 2690}
2382 2691
2383 2692
2384/* 2693/*
2386 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2390 */ 2699 */
2700char *
2391char *gravestone_text (object *op) 2701gravestone_text (object *op)
2392{ 2702{
2393 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2705 time_t now = time (NULL);
2396 2706
2397 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2710 else
2401 sprintf (buf, "%s\n", op->name); 2711 sprintf (buf, "%s\n", &op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2713 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2715 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2716 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2717 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2719 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2724 strcat (buf2, buf);
2414 } 2725 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2728 strcat (buf2, buf);
2418 return buf2; 2729 return buf2;
2419} 2730}
2420 2731
2421 2732
2422 2733
2734void
2423void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2424 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2427 int i; 2740 int i;
2428 int rate_hp = 1200; 2741 int rate_hp = 1200;
2429 int rate_sp = 2500; 2742 int rate_sp = 2500;
2430 int rate_grace = 2000; 2743 int rate_grace = 2000;
2431 const int max_hp = 1; 2744 const int max_hp = 1;
2432 const int max_sp = 1; 2745 const int max_sp = 1;
2433 const int max_grace = 1; 2746 const int max_grace = 1;
2434 2747
2435 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2753 }
2441 2754
2442 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2443 2757
2444 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2762 else
2763 {
2449 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2766 }
2452 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2769 else
2770 {
2455 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2773 }
2458 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2776 else
2777 {
2461 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2780 }
2464 2781
2465 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2787 {
2788 op->stats.sp++;
2470 /* dms do not consume food */ 2789 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2791 {
2792 op->stats.food--;
2473 if(op->contr->digestion<0) 2793 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2794 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2796 op->stats.food = last_food;
2797 }
2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2478 } 2823 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2824
2499 /* Regenerate Grace */ 2825 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2827 if (--op->last_grace < 0)
2828 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2829 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2830 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2831 if (max_grace > 1)
2832 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2834 if (over_grace > 0)
2507 op->stats.sp += over_grace 2835 {
2836 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2837 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2838 op->last_grace = 0;
2510 } else { 2839 }
2840 else
2841 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2842 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2843 }
2513 } else { 2844 }
2845 else
2846 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2848 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2517 } 2850 }
2518 2851
2519 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2521 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2856 {
2857 op->stats.hp++;
2523 /* dms do not consume food */ 2858 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2860 {
2861 op->stats.food--;
2526 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2865 op->stats.food = last_food;
2866 }
2867 }
2868 if (max_hp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2874 op->last_heal = 0;
2875 }
2876 else
2877 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2879 }
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2531 } 2885 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2886
2547 /* Digestion */ 2887 /* Digestion */
2548 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2549#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2893#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2895#endif
2557 2896
2558 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2899 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2901 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2903 op->stats.food--;
2904 }
2565 } 2905 }
2566 2906
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2908 {
2568 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2569 2910
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2920 break;
2577 } 2921 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2923 flesh = tmp;
2580 } /* end of for loop */ 2924 } /* End if paid for object */
2925 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2926 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2927 * eat flesh instead.
2583 */ 2928 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2587 } 2933 }
2588 } /* end if player is starving */ 2934 } /* end if player is starving */
2589 2935
2590 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2592 2938
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2594 kill_player(op); 2940 kill_player (op);
2595} 2941}
2596 2942
2597 2943
2598 2944
2599/* If the player should die (lack of hp, food, etc), we call this. 2945/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2946 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2948 * file.
2603 */ 2949 */
2950void
2604void kill_player(object *op) 2951kill_player (object *op)
2605{ 2952{
2606 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2607 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2609 int z; 2959 /* int z;
2610 int num_stats_lose; 2960 int num_stats_lose;
2611 int lost_a_stat; 2961 int lost_a_stat;
2612 int lose_this_stat; 2962 int lose_this_stat;
2613 int this_stat; 2963 int this_stat; */
2614 int will_kill_again; 2964 int will_kill_again;
2615 archetype *at; 2965 archetype *at;
2616 object *tmp; 2966 object *tmp;
2617 2967
2618 if(save_life(op)) 2968 if (save_life (op))
2619 return; 2969 return;
2620 2970
2621 2971
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2973 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2975 */
2626 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2628 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2980
2631
2632 /* restore player */ 2981 /* restore player */
2633 at = find_archetype("poisoning"); 2982 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2984 if (tmp)
2985 {
2636 remove_ob(tmp); 2986 remove_ob (tmp);
2637 free_object(tmp); 2987 free_object (tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2989 }
2640 2990
2641 at = find_archetype("confusion"); 2991 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2993 if (tmp)
2994 {
2644 remove_ob(tmp); 2995 remove_ob (tmp);
2645 free_object(tmp); 2996 free_object (tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2998 }
2648 2999
2649 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2652 3003 op->stats.food = 999;
3004
2653 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 3007 if (tmp != NULL)
2656 { 3008 {
2657 sprintf(buf,"%s's finger",op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 3010 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 3012 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 3014 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 3019 }
3020
2670 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 3023 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 3024 return;
3025 }
2679 3026
3027 INVOKE_PLAYER (DEATH, op->contr);
3028
2680 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2681 3030
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2685 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 3037 op->stats.food = 999;
2689 return; 3038 return;
2690 } 3039 }
2691 sprintf(buf,"%s starved to death.",op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2693 } 3044 {
2694 else {
2695 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2699 return; 3050 return;
2700 } 3051 }
2701 sprintf(buf,"%s died.",op->name); 3052 sprintf (buf, "%s died.", &op->name);
2702 } 3053 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3055
2705 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2707 3060
2708 3061
2709 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 3065 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 3066 * See the config.h file for a little more in depth detail about this.
2713 */ 3067 */
2714 3068
2715 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3071 * of death.
2718 */ 3072 */
2719#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2721 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 3077 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 3078 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3081 little bit harder. */
2727 /* GD */ 3082 /* GD */
2728 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3084 num_stats_lose = 1;
2730 else 3085 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3087 }
3088 else
3089 {
2733 num_stats_lose = 1; 3090 num_stats_lose = 1;
2734 } 3091 }
2735 lost_a_stat = 0; 3092 lost_a_stat = 0;
2736 3093
2737 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2738 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2739 3097
2740 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754 3099 {
2755 dep = present_arch_in_ob(deparch,op); 3100 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3101 * what he lost.
2757 dep = arch_to_object(deparch); 3102 */
2758 insert_ob_in_ob(dep, op); 3103 change_attr_value (&(op->stats), i, -1);
2759 } 3104 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3106 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3108 lost_a_stat = 1;
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 3109 }
2788 if (lose_this_stat) { 3110 else
3111 {
3112 /* deplete a stat */
3113 archetype *deparch = archetype::find ("depletion");
3114 object *dep;
3115
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 {
3119 dep = arch_to_object (deparch);
3120 insert_ob_in_ob (dep, op);
3121 }
3122 lose_this_stat = 1;
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0)
3129 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 3161 * and should be roughly the same, so it shouldn't make a
2794 * difference. 3162 * difference.
2795 */ 3163 */
2796 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2797 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3169 fix_player (op);
2801 lost_a_stat = 1; 3170 lost_a_stat = 1;
2802 } 3171 }
2803 } 3172 }
2804 } 3173 }
2805 } 3174 }
2806 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3176 if (!lost_a_stat)
2808 { 3177 {
2809 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2812 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 3184 else
2815 " you.", god); 3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2816 else 3186 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 }
2820#endif 3187#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3189
2824 /* Put a gravestone up where the character 'almost' died. List the 3190 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3191 * exp loss on the stone.
2826 */ 3192 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3193 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3194 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3195 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3196 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3197 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 3199 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 3200 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3201 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3202
2841 /**************************************/ 3203 /**************************************/
2842 /* */ 3204 /* */
2843 /* Subtract the experience points, */ 3205 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3206 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3207 /* food, and reset HP's... */
2846 /* */ 3208 /* */
3209
2847 /**************************************/ 3210 /**************************************/
2848 3211
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3212 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3213 /* restore player */
2851 at = find_archetype("poisoning"); 3214 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3215 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3216 if (tmp)
3217 {
2854 remove_ob(tmp); 3218 remove_ob (tmp);
2855 free_object(tmp); 3219 free_object (tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3221 }
2858 3222
2859 at = find_archetype("confusion"); 3223 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3224 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3225 if (tmp)
3226 {
2862 remove_ob(tmp); 3227 remove_ob (tmp);
2863 free_object(tmp); 3228 free_object (tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3230 }
2866 cure_disease(op,0); /* remove any disease */ 3231 cure_disease (op, 0); /* remove any disease */
2867 3232
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3233 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3234 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3237 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3240
2875 /* 3241 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 3242 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 3243 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 3244 * in the map.
2879 */ 3245 */
2880 3246
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3247 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3248 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3249
2889 /****************************************/ 3250 /****************************************/
2890 /* */ 3251 /* */
2891 /* Move player to his current respawn- */ 3252 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3253 /* position (usually last savebed) */
2893 /* */ 3254 /* */
3255
2894 /****************************************/ 3256 /****************************************/
2895 3257
2896 enter_player_savebed(op); 3258 enter_player_savebed (op);
2897 3259
2898 /* Save the player before inserting the force to reduce 3260 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3261 * chance of abuse.
2900 */ 3262 */
2901 op->contr->braced=0; 3263 op->contr->braced = 0;
2902 save_player(op,1); 3264 save_player (op, 1);
2903 3265
2904 /* it is possible that the player has blown something up 3266 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3267 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3268 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3269 * on the space that might harm the player.
2908 */ 3270 */
2909 will_kill_again=0; 3271 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
2911 if (tmp->type ==SPELL_EFFECT) 3274 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3275 will_kill_again |= tmp->attacktype;
2913 } 3276 }
2914 if (will_kill_again) { 3277 if (will_kill_again)
3278 {
2915 object *force; 3279 object *force;
2916 int at; 3280 int at;
2917 3281
2918 force=get_archetype(FORCE_NAME); 3282 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3283 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3284 force->speed = 0.1;
2921 force->speed_left=-5.0; 3285 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3286 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3287 for (at = 0; at < NROFATTACKS; at++)
3288 {
2924 if (will_kill_again & (1 << at)) 3289 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3290 force->resist[at] = 100;
2926 } 3291 }
2927 insert_ob_in_ob(force, op); 3292 insert_ob_in_ob (force, op);
2928 fix_player(op); 3293 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3294
3295 }
3296
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3298 return;
2940 } /* NOT_PERMADETH */ 3299 } /* NOT_PERMADETH */
2941 else { 3300 else
3301 {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 3303 * should probably be embedded in an else statement.
2944 */ 3304 */
2945 3305
2946 op->contr->party=NULL; 3306 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3307 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3308 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3310 check_score (op);
2951 if(op->contr->ranges[range_golem]!=NULL) { 3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3313 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3314 remove_ob (op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]); 3315 free_object (op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3316 op->contr->ranges[range_golem] = NULL;
2956 op->contr->golem_count=0; 3317 op->contr->golem_count = 0;
2957 } 3318 }
2958 loot_object(op); /* Remove some of the items for good */ 3319 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3320 remove_ob (op);
2960 op->direction=0; 3321 op->direction = 0;
2961 3322
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
2963 delete_character(op->name,0); 3325 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3326 if (settings.resurrection == TRUE)
3327 {
2965 /* save playerfile sans equipment when player dies 3328 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3329 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3330 ** type spells will work on them nicely
2968 */ 3331 */
2969 delete_character(op->name,0); 3332 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3334 op->stats.food = 999;
2972 3335
2973 /* set the location of where the person will reappear when */ 3336 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3337 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3339 if (op->map != NULL)
2977 op->map = NULL; 3340 op->map = NULL;
2978 op->x = settings.emergency_x; 3341 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3342 op->y = settings.emergency_y;
2980 save_player(op,0); 3343 save_player (op, 0);
2981 op->map = map; 3344 op->map = map;
2982 /* please see resurrection.c: peterm */ 3345 /* please see resurrection.c: peterm */
2983 dead_player(op); 3346 dead_player (op);
2984 } else { 3347 }
3348 else
2985 delete_character(op->name,1); 3349 delete_character (op->name, 1);
2986 } 3350 }
2987 } 3351
2988 play_again(op); 3352 play_again (op);
2989 3353
2990 /* peterm: added to create a corpse at deathsite. */ 3354 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3356 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3357 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3358 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3359 tmp->x = x;
2997 if (tmp->msg) 3360 tmp->y = y;
2998 free_string(tmp->msg); 3361 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3362 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3363 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3364 }
3003} 3365}
3004 3366
3005 3367
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3368void
3369loot_object (object *op)
3370{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3371 object *tmp, *tmp2, *next;
3008 3372
3009 if (op->container) { /* close open sack first */ 3373 if (op->container)
3374 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3375 esrv_apply_container (op, op->container);
3011 } 3376 }
3012 3377
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3378 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 {
3014 next=tmp->below; 3380 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3381 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue;
3016 remove_ob(tmp); 3383 remove_ob (tmp);
3017 tmp->x=op->x,tmp->y=op->y; 3384 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3385 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3386 { /* empty container to ground */
3020 } 3387 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3388 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 {
3023 if(tmp->nrof>1) { 3391 if (tmp->nrof > 1)
3392 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3394 free_object (tmp2);
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 }
3397 else
3398 free_object (tmp);
3399 }
3027 } else 3400 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3402 }
3032} 3403}
3033 3404
3034/* 3405/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3407 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3408 * was changed.
3038 */ 3409 */
3039 3410
3411void
3040void fix_weight(void) { 3412fix_weight (void)
3413{
3041 player *pl; 3414 player *pl;
3415
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
3044 if(old == sum) 3420 if (old == sum)
3045 continue; 3421 continue;
3046 fix_player(pl->ob); 3422 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3424 }
3050} 3425}
3051 3426
3427void
3052void fix_luck(void) { 3428fix_luck (void)
3429{
3053 player *pl; 3430 player *pl;
3431
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3057} 3435}
3058 3436
3059 3437
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3063 */ 3441 */
3064 3442
3443void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3444cast_dust (object *op, object *throw_ob, int dir)
3445{
3066 object *skop, *spob; 3446 object *skop, *spob;
3067 3447
3068 skop = find_skill_by_name(op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3069 3449
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3452 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3453 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3454 return;
3074 return;
3075 } 3455 }
3456
3076 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3458
3459 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3460 // not pass NULL to cast_spell (which did indeed check itself, but
3461 // errors should be reported as early as possible IMHO)
3462 if (!spob)
3463 {
3464 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3465 return;
3466 }
3467
3077 if (op->type==PLAYER && spob) 3468 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3470
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3471 cast_spell (op, throw_ob, dir, spob, NULL);
3081 3472
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob); 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3474 remove_ob (throw_ob);
3083 free_object(throw_ob); 3475 free_object (throw_ob);
3084} 3476}
3085 3477
3478void
3086void make_visible (object *op) { 3479make_visible (object *op)
3480{
3087 op->hide = 0; 3481 op->hide = 0;
3088 op->invisible = 0; 3482 op->invisible = 0;
3089 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3090 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3486 op->contr->invis_race = 0;
3092 } 3487 }
3093 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3094} 3489}
3095 3490
3491int
3096int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3097 object *tmp=NULL; 3494 object *tmp = NULL;
3098 3495
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3100 3498
3101 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3105 return 0; 3504 return 0;
3106} 3505}
3107 3506
3108/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3509 * indicate greater hideability.
3111 */ 3510 */
3112 3511
3512int
3113int hideability(object *ob) { 3513hideability (object *ob)
3514{
3114 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3115 sint16 x,y; 3516 sint16 x, y;
3116 3517
3117 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3118 3520
3119 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3121 3523
3122 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3525 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3126 3529
3127 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3531 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3539 level += 2;
3133 else /* open terrain! */ 3540 else /* open terrain! */
3134 level -= 1; 3541 level -= 1;
3135 } 3542 }
3136 3543
3137#if 0 3544#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3546#endif
3140 return level; 3547 return level;
3141} 3548}
3142 3549
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3554 */
3148 3555
3556void
3149void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3560 object *skop;
3152 3561
3153 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3154 3564
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3566
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3567 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3159 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3573 make_visible (op);
3162 return; 3574 return;
3163 } else num += 20; 3575 }
3576 else
3577 num += 20;
3164 } 3578 }
3165 num += op->map->difficulty; 3579 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3581 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3169 make_visible(op); 3584 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3587 }
3173 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 } 3591 }
3176} 3592}
3177 3593
3178/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3179 3595
3596int
3180int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3181 object *tmp=NULL; 3599 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3601 mapstruct *m;
3184 sint16 x,y; 3602 sint16 x, y;
3185 3603
3186 if(!who) return 0; 3604 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3605 return 0;
3606
3607 if (who->type == PLAYER)
3608 player = 1;
3609
3610 else
3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3612
3613 /* search adjacent squares */
3614 for (i = 1; i < 9; i++)
3615 {
3616 x = who->x + freearr_x[i];
3617 y = who->y + freearr_y[i];
3618 m = who->map;
3619 mflags = get_map_flags (m, &m, x, y, &x, &y);
3620 /* space must be blocked if there is a monster. If not
3621 * blocked, don't need to check this space.
3622 */
3623 if (mflags & P_OUT_OF_MAP)
3624 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue;
3627
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3629 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1;
3632 else if (tmp->type == PLAYER)
3633 {
3634 /*don't let a hidden DM prevent you from hiding */
3635 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3636 return 1;
3637 }
3638 }
3639 }
3640 return 0;
3216} 3641}
3217 3642
3218/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3645 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3652 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3653 * -b.t.
3229 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3230 */ 3655 */
3231 3656
3657int
3232int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3233 rv_vector rv; 3660 rv_vector rv;
3234 int dx,dy; 3661 int dx, dy;
3235 3662
3236 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3666 return -1;
3263 op = op->more;
3264 } 3667 }
3668 if (!pl || !op)
3265 return 0; 3669 return 0;
3670
3671 if (op->head)
3672 {
3673 op = op->head;
3674 }
3675 get_rangevector (pl, op, &rv, 0x1);
3676
3677 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any
3679 * part that is in the los array but isnt on
3680 * a blocked los square.
3681 * we use the archetype to figure out offsets.
3682 */
3683 while (op)
3684 {
3685 dx = rv.distance_x + op->arch->clone.x;
3686 dy = rv.distance_y + op->arch->clone.y;
3687
3688 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values.
3691 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695 return 1;
3696 op = op->more;
3697 }
3698 return 0;
3266} 3699}
3267 3700
3268/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3705 * return 0.
3273 */ 3706 */
3707int
3274int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3275 3710
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3714 return 0;
3279 3715
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3281 3718
3282 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3723 return 1;
3286 } 3724 }
3287 } 3725 }
3288 return 0; 3726 return 0;
3289} 3727}
3290 3728
3291/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3733 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3734 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3735 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3736 */
3737int
3299int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3300 object *tmp; 3740 object *tmp;
3301 3741
3302 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 {
3315 object *invtmp; 3758 object *invtmp;
3759
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3764 if (x != NULL && y != NULL)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3766 return 1;
3767 }
3768 }
3769 }
3319 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3772 return 1;
3322 } 3773 }
3323 } 3774 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3775 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3332 return 0; 3777 return 0;
3333} 3778}
3334 3779
3335/* 3780/*
3339 * attributes: 3784 * attributes:
3340 * object *who the dragon player 3785 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3342 * int level ability level 3787 * int level ability level
3343 */ 3788 */
3789void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3797 int i = 0, j = 0;
3351 3798
3352 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3361 3808
3362 if (trlist == NULL || who->type != PLAYER) 3809 if (trlist == NULL || who->type != PLAYER)
3363 return; 3810 return;
3364 3811
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3813
3367
3368 if (tr == NULL || tr->item == NULL) { 3814 if (tr == NULL || tr->item == NULL)
3815 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3817 return;
3371 } 3818 }
3372 3819
3373 /* everything seems okay - now bring on the gift: */ 3820 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3821 item = &(tr->item->clone);
3375 3822
3376 if (item->type == SPELL) { 3823 if (item->type == SPELL)
3824 {
3377 if (check_spell_known (who, item->name)) 3825 if (check_spell_known (who, item->name))
3378 return; 3826 return;
3379 3827
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3828 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3829 do_learn_spell (who, item, 0);
3382 return; 3830 return;
3383 } 3831 }
3384 3832
3385 /* grant direct spell */ 3833 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3834 if (item->type == SPELLBOOK)
3835 {
3387 if (!item->inv) { 3836 if (!item->inv)
3837 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3838 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3839 return;
3391 } 3840 }
3392 if (check_spell_known (who, item->inv->name)) 3841 if (check_spell_known (who, item->inv->name))
3393 return; 3842 return;
3394 if (item->invisible) { 3843 if (item->invisible)
3844 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3845 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3397 return; 3847 return;
3398 } 3848 }
3399 } 3849 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3852 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3853 {
3402 3854
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3856 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3857 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3407 */ 3859 */
3408 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3409 /* Give new attacktype */ 3862 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3411 3864
3412 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3414 3867
3415 if (item->msg != NULL) 3868 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3870
3418 /* Give player new face */ 3871 /* Give player new face */
3419 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3420 who->face = skop->face; 3874 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3877 who->last_anim = 0;
3424 who->state = 0; 3878 who->state = 0;
3425 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3426 } 3880 }
3881 }
3882 }
3427 } 3883 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3431 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3887 object *skin;
3888
3433 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3435 skin=skin->below); 3891 if (skin == NULL)
3436 if (skin == NULL) return; 3892 return;
3437 3893
3438 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3898
3442 /* print message */ 3899 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3902 {
3446 if (j) 3903 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3904 {
3448 else 3905 if (j)
3449 j = 1; 3906 strcat (buf, " and ");
3907 else
3908 j = 1;
3450 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3451 } 3910 }
3452 } 3911 }
3453 strcat(buf,"."); 3912 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3914 }
3456 3915
3457 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3923
3465 /* print message if there is one */ 3924 /* print message if there is one */
3466 if (item->msg != NULL) 3925 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3926 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927 }
3928 else
3468 } 3929 {
3469 else {
3470 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3476 } 3936 }
3477} 3937}
3478 3938
3479/** 3939/**
3480 * Unready an object for a player. This function does nothing if the object was 3940 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3941 * not readied.
3482 */ 3942 */
3943void
3483void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3484 rangetype i; 3946 rangetype i;
3485 3947
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3487 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3488 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3490 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3491 } 3956 }
3492 } 3957 }
3493 } 3958 }
3494} 3959}

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