ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 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 1.8 2006/08/27 17:59:26 root 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 p = (player *) malloc(sizeof(player)); 217 {
208 if(p==NULL) 218 p = new player;
209 fatal(OUT_OF_MEMORY);
210 219
211 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
212 * 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
213 * 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
214 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
215 * 'who'. 224 * 'who'.
216 */ 225 */
217 player *tmp = first_player; 226 player *tmp = first_player;
227
218 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 229 tmp = tmp->next;
220 if(tmp!=NULL) 230 if (tmp != NULL)
221 tmp->next=p; 231 tmp->next = p;
222 else 232 else
223 first_player=p; 233 first_player = p;
224 234
225 p->next = NULL; 235 p->next = NULL;
226 } 236 }
227 237
228 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
229 * for next and socket. 239 * for next and socket.
230 */ 240 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
232 p->attachable_init (); //HACK
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party=NULL; 246 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left=0.5; 260 op->speed_left = 0.5;
252 op->speed=1.0; 261 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 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 */
257 266
258 roll_stats(op); 267 roll_stats (op);
259 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los(op); 269 clear_los (op);
261 270
262 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
263 p->last_speed= -1; 272 p->last_speed = -1;
264 p->shoottype=range_none; 273 p->shoottype = range_none;
265 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 275 p->petmode = pet_normal;
267 p->listening=10; 276 p->listening = 10;
268 p->usekeys=containers; 277 p->usekeys = containers;
269 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 280 p->do_los = 1;
272 p->explore=0; 281 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
284 * at zero. 292 * at zero.
285 */ 293 */
286 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
287 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
289 } 298 }
290 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
291 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
292 } 302 }
293 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
295 305
296 p->socket.update_look=0; 306 p->socket.update_look = 0;
297 p->socket.look_position=0; 307 p->socket.look_position = 0;
298 return p; 308 return p;
299} 309}
300
301 310
302/* 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
303static void set_first_map(object *op) 313set_first_map (object *op)
304{ 314{
305 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 316 op->x = -1;
307 op->y = -1; 317 op->y = -1;
308 enter_exit(op, NULL); 318 enter_exit (op, NULL);
309} 319}
310 320
311/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
312 * 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
313 * mode. 323 * mode.
314 */ 324 */
315 325
326int
316int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
317 player *p; 329 player *p;
318 330
319 p=get_player(NULL); 331 p = get_player (NULL);
320 p->socket = *ns; 332 p->socket = *ns;
321 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));
322 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
324 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));
325 /* 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.
326 * 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
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
329 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 342 set_first_map (p->ob);
331 343
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
334 send_rules(p->ob); 346 send_rules (p->ob);
335 send_news(p->ob); 347 send_news (p->ob);
336 display_motd(p->ob); 348 display_motd (p->ob);
337 get_name(p->ob); 349 get_name (p->ob);
338 return 0; 350 return 0;
339} 351}
340 352
341/* 353/*
342 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
345 */ 357 */
358archetype *
346archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
347{ 360{
348 archetype *start = at; 361 archetype *start = at;
362
349 for (;;) { 363 for (;;)
364 {
350 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
351 at=first_archetype; 366 at = first_archetype;
352 else 367 else
353 at=at->next; 368 at = at->next;
354 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
355 return at; 370 return at;
356 if (at == start) { 371 if (at == start)
372 {
357 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 374 exit (-1);
359 } 375 }
360 } 376 }
361} 377}
362 378
363 379
380object *
364object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
365 object *op = NULL; 383 object *op = NULL;
366 player *pl = NULL; 384 player *pl = NULL;
367 objectlink *ol; 385 objectlink *ol;
368 unsigned lastdist; 386 unsigned lastdist;
369 rv_vector rv; 387 rv_vector rv;
370 388
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
376 */ 395 */
377 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 {
378 object *tmp=ol->ob; 398 object *tmp = ol->ob;
379 399
380 /* 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
381 * itself will have been cleared. 401 * itself will have been cleared.
382 */ 402 */
383 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");
384 ol = ol->next; 404 ol = ol->next;
385 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
386 if (!ol) return op; 406 if (!ol)
387 } 407 return op;
408 }
388 409
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
392 * 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
393 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
395 */ 416 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 418 continue;
398 419
399 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
400 op=ol->ob; 422 op = ol->ob;
401 lastdist=rv.distance; 423 lastdist = rv.distance;
402 } 424 }
403 } 425 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
406 430
407 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
408 op=pl->ob; 432 {
409 lastdist=rv.distance; 433 op = pl->ob;
410 } 434 lastdist = rv.distance;
411 } 435 }
436 }
412 } 437 }
413#if 0 438#if 0
414 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)");
415#endif 440#endif
416 return op; 441 return op;
417} 442}
418 443
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 486 * is blocking itself.
462 */ 487 */
488int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
464 rv_vector rv; 491 rv_vector rv;
465 sint16 x,y; 492 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 494 mapstruct *m, *lastmap;
468 495
469 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
470 497
471 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 499 return 0;
724}
725 500
726void 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];
727 517
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{
728 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';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 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:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 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);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 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:");
742} 810}
743 811
744 812
745/* 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
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 827 {
828 if (i != j)
829 k += a[i];
830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 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;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
797 } else { 872 }
798 i++; 873 else
799 } 874 {
875 i++;
876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 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)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 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?!?!!!");
847 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,");
848 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");
849 return; 931 return;
850 } 932 }
851 933
852 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);
853 935
854 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));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * 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
891 * 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
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 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 };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 994 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 } 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 }
920 1007
921#if 0 1008#if 0
922 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1010 op->x = -1;
924 1011
925 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
926#endif 1013#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1016 add_statbonus (op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1020 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1022 return 0;
935 } 1023 }
936 case 'y': 1024 case 'y':
937 case 'Y': 1025 case 'Y':
938 roll_stats(op); 1026 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1028 return 1;
941 1029
942 case 'q': 1030 case 'q':
943 case 'Q': 1031 case 'Q':
944 play_again(op); 1032 play_again (op);
945 return 1; 1033 return 1;
946 1034
947 default: 1035 default:
948 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?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 remove_ob (op);
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1067
977 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
979 1070
980 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
981 1072
982 if (op->msg) { 1073 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1074 op->msg = NULL;
985 }
986 1075
987 /* 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
988 * to save here. 1077 * to save here.
989 */ 1078 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1080 make_path_to_file (buf);
992 1081
993#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
995#endif 1084#endif
996 start_info(op); 1085 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1088 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1001 fix_player(op); 1090 fix_player (op);
1002 1091
1003 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1004 * is one for this race 1093 * is one for this race
1005 */ 1094 */
1006 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1007 object *tmp; 1097 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1011 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1101 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1018 * default initial map */ 1107 * default initial map */
1019 free_object(tmp); 1108 free_object (tmp);
1109 }
1020 } else { 1110 else
1111 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1113 }
1023 return 0; 1114 return 0;
1024 } 1115 }
1025 1116
1026 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1028 */ 1119 */
1029 1120
1030 tmp_loop = 0; 1121 tmp_loop = 0;
1031 while(!tmp_loop) { 1122 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1033 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1034 remove_statbonus(op); 1127 remove_statbonus (op);
1035 remove_ob (op); 1128 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1131 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1133 op->name = op->name_pl = name;
1041 op->name = name; 1134 op->x = x;
1042 free_string(op->name_pl); 1135 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1139 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1141 }
1142
1055 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1145 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1061 if (op->msg) 1150 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1063 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");
1064 return 0; 1154 return 0;
1065} 1155}
1066 1156
1157int
1067int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1068{ 1159{
1069 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1070 1161
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1072 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1166 return 1;
1075 } 1167 }
1076 1168
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1079 1171
1080 terminate_all_pets(op); 1172 terminate_all_pets (op);
1081 leave_map(op); 1173 leave_map (op);
1082 op->direction=0; 1174 op->direction = 0;
1083 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);
1084 "%s quits the game.",op->name);
1085 1176
1086 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1178 check_score (op);
1088 op->contr->party=NULL; 1179 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1091 1182
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1093 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1094 1186
1095 /* 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
1096 * 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,
1097 * 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
1098 */ 1190 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1101 next = mp->next; 1194 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1196 delete_map (mp);
1104 } 1197 }
1105 1198
1106 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1107 } 1200 }
1201
1108 play_again(op); 1202 play_again (op);
1109 return 1; 1203 return 1;
1110} 1204}
1111 1205
1206void
1112void flee_player(object *op) { 1207flee_player (object *op)
1208{
1113 int dir,diff; 1209 int dir, diff;
1114 rv_vector rv; 1210 rv_vector rv;
1115 1211
1116 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1216 return;
1120 } 1217 }
1121 1218
1122 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1223 return;
1126 } 1224 }
1127 1225
1128 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1131 */ 1229 */
1132 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1233 op->enemy = NULL;
1135 return; 1234 return;
1136 } 1235 }
1137 1236
1138 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 {
1139 op->enemy=NULL; 1239 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1241 return;
1142 } 1242 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1144 1244
1145 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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 }
1153 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1257 op->enemy = NULL;
1156} 1258}
1157 1259
1158 1260
1159/* 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.
1160 * 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
1161 * stop. 1263 * stop.
1162 */ 1264 */
1265int
1163int check_pick(object *op) { 1266check_pick (object *op)
1267{
1164 object *tmp, *next; 1268 object *tmp, *next;
1165 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1166 int stop = 0; 1270 int stop = 0;
1167 int j, k, wvratio; 1271 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1169 1273
1170 1274
1178 if (next) 1282 if (next)
1179 next_tag = next->count; 1283 next_tag = next->count;
1180 1284
1181 /* 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
1182 * destroyed */ 1286 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1184 { 1288 {
1185 tmp = next; 1289 tmp = next;
1186 next = tmp->below; 1290 next = tmp->below;
1187 if (next) 1291 if (next)
1188 next_tag = next->count; 1292 next_tag = next->count;
1189 1293
1190 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1191 return 0; 1295 return 0;
1192 1296
1193 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1194 continue; 1298 continue;
1195 1299
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1301 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1303 pick_up (op, tmp);
1200 continue; 1304 continue;
1201 } 1305 }
1202 1306
1203 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1205 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1311 {
1207 case 1: pick_up (op, tmp); 1312 case 0:
1208 return 1; 1313 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1314 case 1:
1210 return 0; 1315 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1316 return 1;
1212 case 4: pick_up (op, tmp); 1317 case 2:
1213 break; 1318 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1319 return 0;
1215 stop = 1; 1320 case 3:
1216 break; 1321 return 0; /* stop before pickup */
1217 case 6: 1322 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1323 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1324 break;
1220 pick_up(op, tmp); 1325 case 5:
1221 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;
1222 1333
1223 case 7: 1334 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1336 pick_up (op, tmp);
1226 break; 1337 break;
1227 1338
1228 default: 1339 default:
1229 /* use value density */ 1340 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1343 pick_up (op, tmp);
1233 >= op->contr->mode) 1344 }
1234 pick_up(op,tmp); 1345 }
1235 } 1346 else
1236 } 1347 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1348 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1349 if (op->contr->mode & PU_DEBUG)
1240 { 1350 {
1241 /* some debugging code to figure out item information */ 1351 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1352 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1355 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1359
1252 sprintf(putstring,"...flags: "); 1360 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1361 for (k = 0; k < 4; k++)
1254 { 1362 {
1255 for(j=0;j<32;j++) 1363 for (j = 0; j < 32; j++)
1256 { 1364 {
1257 if((tmp->flags[k]>>j)&0x01) 1365 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1366 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1367 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1368 strcat (putstring, tmpstr);
1261 } 1369 }
1262 } 1370 }
1263 } 1371 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1373
1266#if 0 1374#if 0
1267 /* print the flags too */ 1375 /* print the flags too */
1268 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1269 { 1377 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1272 { 1380 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1275 } 1383 fprintf (stderr, " ");
1384 }
1276 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1386 }
1278#endif 1387#endif
1279 } 1388 }
1280 /* philosophy: 1389 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1284 * 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
1285 * example. 1394 * example.
1286 * 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
1287 * 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
1288 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1289 */ 1398 */
1290 1399
1291 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1294 1403
1295 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1296 1405
1297 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1298 1408
1299 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1411 * anything up */
1302 1412
1303 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1304 1415
1305 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1306 /* 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
1307 * fighting */ 1418 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1309 1421
1310 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1312 1425
1313 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1314 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;
1315 1429
1316 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1320 { 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 }
1321 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1322 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)))
1323 { 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 }
1324 1448
1325 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1327 { 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 }
1328 1457
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1332 { 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 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1335 { 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 }
1336 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { 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 }
1339 1483
1340 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { 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 }
1344 1493
1345 /* pick up all magical items */ 1494 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1347 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))
1348 { 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 }
1349 1503
1350 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1351 { 1505 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1354 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1355 1514
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1359 { 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 }
1360 1524
1361 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1364 { 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 }
1365 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1367 { 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 }
1368 1542
1369 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1372 { 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 }
1373 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1375 { 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 }
1376 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1378 { 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 }
1379 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1381 { 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 }
1382 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1384 { 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 }
1385 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1387 { 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 }
1388 1592
1389 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { 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 }
1393 1602
1394 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1605 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1607 {
1399 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 &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1402 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1618 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1621 pick_up (op, tmp);
1408 } 1622 if (0)
1409 } 1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1627 }
1410 1628
1411 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { 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 }
1415 1638
1416 /* 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
1417 * pickups */ 1640 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1419 { 1642 {
1420 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 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)
1426 { 1649 {
1427 pick_up(op, tmp); 1650 pick_up (op, tmp);
1428#if 0 1651#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1431 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1432 } 1656 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1657 else
1658 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1435 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))));
1436#endif 1661#endif
1437 continue; 1662 continue;
1438 } 1663 }
1664 }
1665 } /* the new pickup model */
1439 } 1666 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1667 return !stop;
1443} 1668}
1444 1669
1445/* 1670/*
1446 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1673 * found object is returned.
1449 */ 1674 */
1675object *
1450object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1451{ 1677{
1452 object *tmp = NULL; 1678 object *tmp = NULL;
1453 1679
1454 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1459 return op; 1684 return op;
1460 return tmp; 1685 return tmp;
1461} 1686}
1462 1687
1463/* 1688/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1693 */
1469 1694
1695object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1697{
1472 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1474 1700
1475 if (!type) 1701 if (!type)
1476 return NULL; 1702 return NULL;
1477 1703
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1707 {
1708 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1710 if (i > betterby)
1484 tmp = ntmp; 1711 {
1485 betterby = i; 1712 tmp = ntmp;
1486 } 1713 betterby = i;
1714 }
1715 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1488 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1720 {
1491 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1722 {
1493 return arrow; 1723 *better = 100;
1494 } else { 1724 return arrow;
1495 tmp = arrow; 1725 }
1726 else
1727 {
1728 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1730 }
1498 } else { 1731 }
1732 else
1733 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 {
1500 attacktype = 1<<attacknum; 1736 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1739 {
1740 tmp = arrow;
1504 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;
1505 } 1742 }
1506 } 1743 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1745 {
1746 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1747 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1748 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1750 {
1751 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1752 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1753 }
1754 }
1755 }
1515 } 1756 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1758 return find_arrow (op, type);
1520 1759
1521 *better = betterby; 1760 *better = betterby;
1522 return tmp; 1761 return tmp;
1523} 1762}
1524 1763
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1766 * op = the shooter
1528 * type = bow->race 1767 * type = bow->race
1529 * dir = fire direction 1768 * dir = fire direction
1530 */ 1769 */
1531 1770
1771object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1533{ 1773{
1534 object *tmp = NULL; 1774 object *tmp = NULL;
1535 mapstruct *m; 1775 mapstruct *m;
1536 int i, mflags, found, number; 1776 int i, mflags, found, number;
1537 sint16 x, y; 1777 sint16 x, y;
1538 1778
1539 if (op->map == NULL) 1779 if (op->map == NULL)
1540 return find_arrow(op, type); 1780 return find_arrow (op, type);
1541 1781
1542 /* do a dex check */ 1782 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 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)))
1545 return find_arrow(op, type); 1785 return find_arrow (op, type);
1546 1786
1547 m = op->map; 1787 m = op->map;
1548 x = op->x; 1788 x = op->x;
1549 y = op->y; 1789 y = op->y;
1550 1790
1551 /* find the first target */ 1791 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1553 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1557 tmp = NULL; 1799 tmp = NULL;
1558 break; 1800 break;
1801 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1805 * perhaps a bad assumption.
1562 */ 1806 */
1563 tmp = NULL; 1807 tmp = NULL;
1564 break; 1808 break;
1565 } 1809 }
1566 if (mflags & P_IS_ALIVE) { 1810 if (mflags & P_IS_ALIVE)
1811 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1813 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1814 {
1570 break; 1815 found++;
1571 } 1816 break;
1817 }
1572 if (found) 1818 if (found)
1573 break; 1819 break;
1574 } 1820 }
1575 } 1821 }
1576 if (tmp == NULL) 1822 if (tmp == NULL)
1577 return find_arrow(op, type); 1823 return find_arrow (op, type);
1578 1824
1579 if (tmp->head) 1825 if (tmp->head)
1580 tmp = tmp->head; 1826 tmp = tmp->head;
1581 1827
1582 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1583} 1829}
1584 1830
1585/* 1831/*
1586 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1836 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1839 * player fire modes.
1594 */ 1840 */
1841int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1843{
1598 object *left, *bow; 1844 object *left, *bow;
1599 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1846 int bowspeed, mflags;
1601 mapstruct *m; 1847 mapstruct *m;
1602 1848
1603 if (!dir) { 1849 if (!dir)
1850 {
1604 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!");
1605 return 0; 1852 return 0;
1606 } 1853 }
1607 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1609 else { 1856 else
1857 {
1610 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1861 */
1614 if(bow->type==BOW) 1862 if (bow->type == BOW)
1615 break; 1863 break;
1616 1864
1617 if (!bow) { 1865 if (!bow)
1866 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1868 return 0;
1620 } 1869 }
1621 } 1870 }
1622 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1623 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);
1624 return 0; 1874 return 0;
1625 } 1875 }
1626 1876
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1878
1629 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1882 if (bowspeed < 1)
1633 bowspeed = 1; 1883 bowspeed = 1;
1634 1884
1635 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1637 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* 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 */
1641 else 1892 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1894 return 0;
1644 } 1895 }
1645 } 1896 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1899 {
1900 return 0;
1901 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1651 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.");
1652 return 0; 1905 return 0;
1653 } 1906 }
1654 1907
1655 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1657 remove_ob(arrow); 1911 remove_ob (arrow);
1658 free_object(arrow); 1912 free_object (arrow);
1659 return 0; 1913 return 0;
1660 } 1914 }
1661 1915
1662 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1917 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1666 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);
1667 bow->race); 1922 return 0;
1668 return 0;
1669 } 1923 }
1670 set_owner(arrow, op); 1924 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1925 arrow->skill = bow->skill;
1673 1926
1674 arrow->direction=dir; 1927 arrow->direction = dir;
1675 arrow->x = sx; 1928 arrow->x = sx;
1676 arrow->y = sy; 1929 arrow->y = sy;
1677 1930
1678 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1934 fix_player (op);
1681 } 1935 }
1682 1936
1683 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1689 1943
1690 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1946 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1950 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1953
1704 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1708 1958
1709 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1964
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1966 }
1967 else
1968 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719 1970
1720 arrow->level = op->level; 1971 arrow->level = op->level;
1721 } 1972 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1976 arrow->slaying = bow->slaying;
1726 1977
1727 arrow->map = m; 1978 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1981
1731 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);
1732 tag = arrow->count; 1983 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1734 1985
1735 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1736 move_arrow(arrow); 1987 move_arrow (arrow);
1737 1988
1738 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1739 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1741 else 1993 else
1742 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1743 } 1995 }
1744 return 1; 1996 return 1;
1745} 1997}
1746 1998
1747/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 2000 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1752 * hence the function name. 2004 * hence the function name.
1753 */ 2005 */
2006int
1754int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1755{ 2008{
1756 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1757 2010
1758 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2012 {
1760 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);
1761 dir, 0, op->x, op->y); 2014 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2018 wcmod = -1;
1765 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);
1766 op->x, op->y); 2020 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1772 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);
1773 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);
1774 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);
1775 2032
1776 } else { 2033 }
2034 else
2035 {
1777 /* Simple case */ 2036 /* Simple case */
1778 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);
1779 } 2038 }
1780 return ret; 2039 return ret;
1781} 2040}
1782 2041
1783 2042
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1786 */ 2045 */
2046void
1787void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1788{ 2048{
1789 object *item; 2049 object *item;
1790 2050
1791 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1792 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.");
1793 return; 2054 return;
1794 } 2055 }
1795 2056
1796 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2058 if (!item->inv)
2059 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2061 return;
1800 } 2062 }
1801 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1802 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 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));
1805 return; 2069 return;
1806 } 2070 }
2071 }
1807 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2077 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2079 else
1813 else 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2081 return;
1817 } 2082 }
1818 } 2083 }
1819 2084
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1821 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 */
1822 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1823 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
1824 object *tmp; 2091 {
1825 if (item->arch) { 2092 object *tmp;
2093
2094 if (item->arch)
2095 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1828 item->speed = 0; 2098 item->speed = 0;
1829 update_ob_speed(item); 2099 update_ob_speed (item);
1830 } 2100 }
1831 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2103 }
1834 } 2104 }
1835 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1836 drain_rod_charge(item); 2107 drain_rod_charge (item);
1837 } 2108 }
1838 } 2109 }
1839} 2110}
1840 2111
1841/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1842 */ 2113 */
2114void
1843void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1844 int spellcost=0; 2117 int spellcost = 0;
1845 2118
1846 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1848 2122
1849 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1850 case range_none: 2125 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2126 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2165 return;
1890 } 2166 }
1891} 2167}
1892 2168
1893 2169
1894 2170
1901 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1904 */ 2180 */
1905 2181
2182object *
1906object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1907{ 2184{
1908 object *tmp,*key; 2185 object *tmp, *key;
1909 2186
1910 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1912 2190
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1916 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1918 */ 2198 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2200 break;
1921 } 2201 }
1922 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 2205 * a key, return
1926 */ 2206 */
1927 if (!tmp) { 2207 if (!tmp)
2208 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1929 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 2220 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 2222 * see if we actually want to use it
1938 */ 2223 */
1939 if (pl!=container) { 2224 if (pl != container)
2225 {
1940 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1942 /* cases where this fails: 2229 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2231 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1946 * containers can be used. 2233 * containers can be used.
1947 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1951 * 2238 *
1952 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1953 * all the others. 2240 * all the others.
1954 */ 2241 */
1955 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2245 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2248 return NULL;
1964 } 2249 }
1965 } 2250 }
1966 return tmp; 2251 return tmp;
1967} 2252}
1968 2253
1969/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1972 * 0 otherwise 2257 * 0 otherwise
1973 */ 2258 */
2259static int
1974static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1975{ 2261{
1976 2262
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1980 */ 2266 */
1981 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1982 2268
1983 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1984 if (key) { 2270 if (key)
2271 {
1985 object *container=key->env; 2272 object *container = key->env;
1986 2273
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1991 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 */
1992 } 2282 }
1993 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2287 }
1998 /* Do this after we print the message */ 2288 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
2001 if (container != op) 2291 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
2004 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
2005 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2299 return 1;
2008 } 2300 }
2009 return 0; 2301 return 0;
2010} 2302}
2011 2303
2012/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2017 */ 2309 */
2018 2310
2311void
2019void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2020{ 2313{
2021 object *tmp, *mon, *tpl; 2314 object *tmp, *mon;
2022 sint16 nx, ny; 2315 sint16 nx, ny;
2023 int on_battleground; 2316 int on_battleground;
2024 mapstruct *m; 2317 mapstruct *m;
2025 2318
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2319 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2320 ny = freearr_y[dir] + op->y;
2030 2321
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2032 2323
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2328 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2329 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2330 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2331 * move_ob uses.
2041 */ 2332 */
2042 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 {
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2044 m = get_map_from_coord(tpl->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */ 2338 if (!m)
2046 } 2339 return; /* Don't think this should happen */
2047 else m =tpl->map; 2340 }
2048 2341 else
2342 m = op->map;
2343
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2050 /* 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"); */
2051 return; 2347 return;
2052 } 2348 }
2053 2349
2054 mon = NULL; 2350 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2354 * on the space
2059 */ 2355 */
2060 while (tmp!=NULL) { 2356 while (tmp != NULL)
2357 {
2061 if (tmp == op) { 2358 if (tmp == op)
2062 tmp=tmp->above; 2359 {
2063 continue; 2360 tmp = tmp->above;
2064 } 2361 continue;
2362 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2364 {
2067 break; 2365 mon = tmp;
2068 } 2366 break;
2367 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2369 mon = tmp;
2071 tmp=tmp->above; 2370 tmp = tmp->above;
2072 } 2371 }
2073 2372
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2373 if (mon == NULL) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2374 return; /* into a wall */
2076 2375
2077 if(mon->head != NULL) 2376 if (mon->head != NULL)
2078 mon = mon->head; 2377 mon = mon->head;
2079 2378
2080 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))
2081 if (player_attack_door(op, mon)) return; 2380 if (player_attack_door (op, mon))
2381 return;
2082 2382
2083 /* The following deals with possibly attacking peaceful 2383 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2384 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2385 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2386 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2387 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2388 * and thus will not push them.
2089 */ 2389 */
2090 2390
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2392 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2393 * player owns it and it is either friendly or unagressive.
2094 */ 2394 */
2095 if ((op->type==PLAYER) 2395 if ((op->type == PLAYER)
2096#if COZY_SERVER 2396#if COZY_SERVER
2097 && 2397 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr 2398 ((get_owner (mon) && get_owner (mon)->contr
2100 && 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)
2101 || get_owner(mon) == op
2102 )
2103#else 2400#else
2104 && get_owner(mon)==op 2401 && get_owner (mon) == op
2105#endif 2402#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2404 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2406 if (op->contr->braced)
2407 return;
2110 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);
2111 (void) push_ob(mon,dir,op); 2409 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2113 return; 2412 return;
2114 } 2413 }
2115 2414
2116 /* in certain circumstances, you shouldn't attack friendly 2415 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2416 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2418 * attack them either.
2120 */ 2419 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (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)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2422#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2423 (op->contr->peaceful
2424 || (mon->type == PLAYER
2425 && mon->contr->
2426 peaceful)) &&
2126#else 2427#else
2127 op->contr->peaceful && 2428 op->contr->peaceful &&
2128#endif 2429#endif
2129 !on_battleground 2430 !on_battleground))
2431 {
2432 if (!op->contr->braced)
2130 )) { 2433 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2435 (void) push_ob (mon, dir, op);
2134 } else { 2436 }
2437 else
2438 {
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2439 new_draw_info (0, 0, op, "You withhold your attack");
2136 } 2440 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op); 2441 if (op->contr->tmp_invis || op->hide)
2138 } 2442 make_visible (op);
2443 }
2139 2444
2140 /* If the object is a boulder or other rollable object, then 2445 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2447 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2449 {
2144 recursive_roll(mon,dir,op); 2450 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2451 if (action_makes_visible (op))
2146 } 2452 make_visible (op);
2453 }
2147 2454
2148 /* Any generic living creature. Including things like doors. 2455 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2457 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2460 */
2154 2461
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2464 {
2158 2465
2159 /* If the player hasn't hit something this tick, and does 2466 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2467 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2468 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2469 * incurred a 1 tick offset.
2163 */ 2470 */
2164 if (!op->contr->has_hit) { 2471 if (!op->contr->has_hit)
2472 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2474
2167 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 */
2168 } 2476 }
2169 2477
2170 skill_attack(mon, op, 0, NULL, NULL); 2478 skill_attack (mon, op, 0, NULL, NULL);
2171 2479
2172 /* If attacking another player, that player gets automatic 2480 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2481 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2482 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2483 * the wiz.
2176 */ 2484 */
2177 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))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2486 {
2179 short luck = mon->stats.luck; 2487 short luck = mon->stats.luck;
2488
2180 mon->contr->has_hit = 1; 2489 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2490 skill_attack (op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck; 2491 mon->stats.luck = luck;
2183 } 2492 }
2184 if(action_makes_visible(op)) make_visible(op); 2493 if (action_makes_visible (op))
2185 } 2494 make_visible (op);
2495 }
2186 } /* if player should attack something */ 2496 } /* if player should attack something */
2187} 2497}
2188 2498
2499int
2189int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2190 int pick; 2502 int pick;
2191 object *transport = op->contr->transport;
2192 2503
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2550}
2256 2551
2257/* 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
2258 * new client/server stuff. 2553 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2555 * the new speed values for commands.
2261 * 2556 *
2262 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2263 */ 2558 */
2559int
2264int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2265{ 2561{
2266 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2267 op->invisible = 1000; 2564 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2271 */ 2568 */
2272 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2570 op->invisible--;
2273 } 2571 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2275 op->invisible--; 2574 op->invisible--;
2276 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2277 make_visible(op); 2577 make_visible (op);
2278 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.");
2279 } 2579 }
2280 } 2580 }
2281 2581
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2283 flee_player(op); 2584 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2286 op->speed_left--; 2588 op->speed_left--;
2287 return 0; 2589 return 0;
2288 } 2590 }
2289 } 2591 }
2290 2592
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2597 */
2296 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2297 ((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)))
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2299 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2301 } 2603 }
2302 2604
2303 /* 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
2304 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2607 * called, so we recheck it here.
2306 */ 2608 */
2307 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2308 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2309
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction);
2319 if (op->speed_left>0) return 1;
2320 else return 0;
2321 }
2322 return 0; 2611 return 0;
2323}
2324 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
2325int save_life(object *op) { 2632save_life (object *op)
2633{
2326 object *tmp; 2634 object *tmp;
2327 2635
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format(NDI_UNIQUE, 0,op,
2335 "Your %s vibrates violently, then evaporates.",
2336 query_name(tmp));
2337 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0)
2343 op->stats.hp = op->stats.maxhp;
2344 if(op->stats.food<0)
2345 op->stats.food = 999;
2346 fix_player(op);
2347 return 1;
2348 }
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */
2352 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;
2353} 2660}
2354 2661
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2665 * from.
2359 */ 2666 */
2667void
2360void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2361{ 2669{
2362 object *next; 2670 object *next;
2363 2671
2364 while (op) { 2672 while (op)
2673 {
2365 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
2366 * we remove object 'op' 2675 * we remove object 'op'
2367 */ 2676 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2369 remove_ob(op); 2679 remove_ob (op);
2370 op->x = env->x; 2680 op->x = env->x;
2371 op->y = env->y; 2681 op->y = env->y;
2372 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2375 } 2685 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env); 2686 else if (op->inv)
2377 op=next; 2687 remove_unpaid_objects (op->inv, env);
2688 op = next;
2378 } 2689 }
2379} 2690}
2380 2691
2381 2692
2382/* 2693/*
2384 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2388 */ 2699 */
2700char *
2389char *gravestone_text (object *op) 2701gravestone_text (object *op)
2390{ 2702{
2391 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2705 time_t now = time (NULL);
2394 2706
2395 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2710 else
2399 sprintf (buf, "%s\n", op->name); 2711 sprintf (buf, "%s\n", &op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2713 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2403 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);
2404 else 2716 else
2405 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);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2719 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2724 strcat (buf2, buf);
2412 } 2725 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2728 strcat (buf2, buf);
2416 return buf2; 2729 return buf2;
2417} 2730}
2418 2731
2419 2732
2420 2733
2734void
2421void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2422 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2425 int i; 2740 int i;
2426 int rate_hp = 1200; 2741 int rate_hp = 1200;
2427 int rate_sp = 2500; 2742 int rate_sp = 2500;
2428 int rate_grace = 2000; 2743 int rate_grace = 2000;
2429 const int max_hp = 1; 2744 const int max_hp = 1;
2430 const int max_sp = 1; 2745 const int max_sp = 1;
2431 const int max_grace = 1; 2746 const int max_grace = 1;
2432 2747
2433 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 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)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2753 }
2439 2754
2440 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2441 2757
2442 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2762 else
2763 {
2447 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2766 }
2450 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2769 else
2770 {
2453 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2773 }
2456 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2776 else
2777 {
2459 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2780 }
2462 2781
2463 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2787 {
2788 op->stats.sp++;
2468 /* dms do not consume food */ 2789 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2791 {
2792 op->stats.food--;
2471 if(op->contr->digestion<0) 2793 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2794 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 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 }
2476 } 2823 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2824
2497 /* Regenerate Grace */ 2825 /* Regenerate Grace */
2498 /* 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. */
2499 if(--op->last_grace<0) { 2827 if (--op->last_grace < 0)
2828 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2829 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2830 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2831 if (max_grace > 1)
2832 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2834 if (over_grace > 0)
2505 op->stats.sp += over_grace 2835 {
2836 op->stats.sp += over_grace
2506 + (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;
2507 op->last_grace=0; 2838 op->last_grace = 0;
2508 } else { 2839 }
2840 else
2841 {
2509 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);
2510 } 2843 }
2511 } else { 2844 }
2845 else
2846 {
2512 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);
2513 } 2848 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2515 } 2850 }
2516 2851
2517 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2519 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2856 {
2857 op->stats.hp++;
2521 /* dms do not consume food */ 2858 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2860 {
2861 op->stats.food--;
2524 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 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 }
2529 } 2885 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2886
2545 /* Digestion */ 2887 /* Digestion */
2546 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2547#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2893#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2895#endif
2555 2896
2556 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2899 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 /* dms do not consume food */ 2901 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2903 op->stats.food--;
2904 }
2563 } 2905 }
2564 2906
2565 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 {
2566 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2567 2910
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2571 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.");
2572 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2920 break;
2575 } 2921 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2923 flesh = tmp;
2578 } /* end of for loop */ 2924 } /* End if paid for object */
2925 } /* end of for loop */
2579 /* 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
2580 * eat flesh instead. 2927 * eat flesh instead.
2581 */ 2928 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2583 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.");
2584 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2585 } 2933 }
2586 } /* end if player is starving */ 2934 } /* end if player is starving */
2587 2935
2588 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2589 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2590 2938
2591 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))
2592 kill_player(op); 2940 kill_player (op);
2593} 2941}
2594 2942
2595 2943
2596 2944
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2948 * file.
2601 */ 2949 */
2950void
2602void kill_player(object *op) 2951kill_player (object *op)
2603{ 2952{
2604 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2605 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2607 int z; 2959 /* int z;
2608 int num_stats_lose; 2960 int num_stats_lose;
2609 int lost_a_stat; 2961 int lost_a_stat;
2610 int lose_this_stat; 2962 int lose_this_stat;
2611 int this_stat; 2963 int this_stat; */
2612 int will_kill_again; 2964 int will_kill_again;
2613 archetype *at; 2965 archetype *at;
2614 object *tmp; 2966 object *tmp;
2615 2967
2616 if(save_life(op)) 2968 if (save_life (op))
2617 return; 2969 return;
2618 2970
2619 2971
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2975 */
2624 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2626 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2980
2629
2630 /* restore player */ 2981 /* restore player */
2631 at = find_archetype("poisoning"); 2982 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2633 if (tmp) { 2984 if (tmp)
2985 {
2634 remove_ob(tmp); 2986 remove_ob (tmp);
2635 free_object(tmp); 2987 free_object (tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2989 }
2638 2990
2639 at = find_archetype("confusion"); 2991 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2641 if (tmp) { 2993 if (tmp)
2994 {
2642 remove_ob(tmp); 2995 remove_ob (tmp);
2643 free_object(tmp); 2996 free_object (tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2998 }
2646 2999
2647 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2650 3003 op->stats.food = 999;
3004
2651 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (archetype::find ("finger"));
2653 if (tmp != NULL) 3007 if (tmp != NULL)
2654 { 3008 {
2655 sprintf(buf,"%s's finger",op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 3010 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 3014 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2666 }
2667 3019 }
3020
2668 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 3023 op->contr->braced = 0;
2671 return; 3024 return;
2672 } 3025 }
2673 3026
2674 INVOKE_PLAYER (DEATH, op->contr); 3027 INVOKE_PLAYER (DEATH, op->contr);
2675 3028
2676 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2677 3030
2678 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2679 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2680 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");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2682 op->stats.food=999; 3037 op->stats.food = 999;
2683 return; 3038 return;
2684 } 3039 }
2685 sprintf(buf,"%s starved to death.",op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2687 } 3044 {
2688 else {
2689 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2690 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");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2693 return; 3050 return;
2694 } 3051 }
2695 sprintf(buf,"%s died.",op->name); 3052 sprintf (buf, "%s died.", &op->name);
2696 } 3053 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 3055
2699 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2701 3060
2702 3061
2703 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 3067 */
2708 3068
2709 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 3071 * of death.
2712 */ 3072 */
2713#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2715 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 3078 more if they do. */
2718 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 3081 little bit harder. */
2721 /* GD */ 3082 /* GD */
2722 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 3084 num_stats_lose = 1;
2724 else 3085 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 3087 }
3088 else
3089 {
2727 num_stats_lose = 1; 3090 num_stats_lose = 1;
2728 } 3091 }
2729 lost_a_stat = 0; 3092 lost_a_stat = 0;
2730 3093
2731 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2732 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2733 3097
2734 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value(&(op->stats), i,-1);
2739 check_stat_bounds(&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1);
2741 check_stat_bounds(&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 } else {
2745 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion");
2747 object *dep;
2748 3099 {
2749 dep = present_arch_in_ob(deparch,op); 3100 /* Pick a random stat and take a point off it. Tell the player
2750 if(!dep) { 3101 * what he lost.
2751 dep = arch_to_object(deparch); 3102 */
2752 insert_ob_in_ob(dep, op); 3103 change_attr_value (&(op->stats), i, -1);
2753 } 3104 check_stat_bounds (&(op->stats));
2754 lose_this_stat = 1; 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2755 if (settings.balanced_stat_loss) { 3106 check_stat_bounds (&(op->contr->orig_stats));
2756 /* GD */ 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2757 /* Get the stat that we're about to deplete. */ 3108 lost_a_stat = 1;
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 3109 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 3162 * difference.
2789 */ 3163 */
2790 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2791 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 3169 fix_player (op);
2795 lost_a_stat = 1; 3170 lost_a_stat = 1;
2796 } 3171 }
2797 } 3172 }
2798 } 3173 }
2799 } 3174 }
2800 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 3176 if (!lost_a_stat)
2802 { 3177 {
2803 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2805 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2806 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 3184 else
2809 " you.", god); 3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2810 else 3186 }
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 }
2814#endif 3187#endif
2815 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.");
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 3189
2818 /* Put a gravestone up where the character 'almost' died. List the 3190 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 3191 * exp loss on the stone.
2820 */ 3192 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 3193 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 3194 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 3195 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 3196 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 3197 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 3199 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 3200 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 3201 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 3202
2835 /**************************************/ 3203 /**************************************/
2836 /* */ 3204 /* */
2837 /* Subtract the experience points, */ 3205 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 3206 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 3207 /* food, and reset HP's... */
2840 /* */ 3208 /* */
3209
2841 /**************************************/ 3210 /**************************************/
2842 3211
2843 /* remove any poisoning and confusion the character may be suffering.*/ 3212 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 3213 /* restore player */
2845 at = find_archetype("poisoning"); 3214 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 3215 tmp = present_arch_in_ob (at, op);
2847 if (tmp) { 3216 if (tmp)
3217 {
2848 remove_ob(tmp); 3218 remove_ob (tmp);
2849 free_object(tmp); 3219 free_object (tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 3221 }
2852 3222
2853 at = find_archetype("confusion"); 3223 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 3224 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 3225 if (tmp)
3226 {
2856 remove_ob(tmp); 3227 remove_ob (tmp);
2857 free_object(tmp); 3228 free_object (tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 3230 }
2860 cure_disease(op,0); /* remove any disease */ 3231 cure_disease (op, 0); /* remove any disease */
2861 3232
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 3233 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 3234 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 3237 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 3240
2869 /* 3241 /*
2870 * 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
2871 * 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
2872 * in the map. 3244 * in the map.
2873 */ 3245 */
2874 3246
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3247 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 3248 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 3249
2883 /****************************************/ 3250 /****************************************/
2884 /* */ 3251 /* */
2885 /* Move player to his current respawn- */ 3252 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 3253 /* position (usually last savebed) */
2887 /* */ 3254 /* */
3255
2888 /****************************************/ 3256 /****************************************/
2889 3257
2890 enter_player_savebed(op); 3258 enter_player_savebed (op);
2891 3259
2892 /* Save the player before inserting the force to reduce 3260 /* Save the player before inserting the force to reduce
2893 * chance of abuse. 3261 * chance of abuse.
2894 */ 3262 */
2895 op->contr->braced=0; 3263 op->contr->braced = 0;
2896 save_player(op,1); 3264 save_player (op, 1);
2897 3265
2898 /* it is possible that the player has blown something up 3266 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 3267 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 3268 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 3269 * on the space that might harm the player.
2902 */ 3270 */
2903 will_kill_again=0; 3271 will_kill_again = 0;
2904 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 {
2905 if (tmp->type ==SPELL_EFFECT) 3274 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 3275 will_kill_again |= tmp->attacktype;
2907 } 3276 }
2908 if (will_kill_again) { 3277 if (will_kill_again)
3278 {
2909 object *force; 3279 object *force;
2910 int at; 3280 int at;
2911 3281
2912 force=get_archetype(FORCE_NAME); 3282 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 3283 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 3284 force->speed = 0.1;
2915 force->speed_left=-5.0; 3285 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 3286 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 3287 for (at = 0; at < NROFATTACKS; at++)
3288 {
2918 if (will_kill_again & (1 << at)) 3289 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 3290 force->resist[at] = 100;
2920 } 3291 }
2921 insert_ob_in_ob(force, op); 3292 insert_ob_in_ob (force, op);
2922 fix_player(op); 3293 fix_player (op);
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 3294
3295 }
3296
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return; 3298 return;
2934 } /* NOT_PERMADETH */ 3299 } /* NOT_PERMADETH */
2935 else { 3300 else
3301 {
2936 /* 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
2937 * should probably be embedded in an else statement. 3303 * should probably be embedded in an else statement.
2938 */ 3304 */
2939 3305
2940 op->contr->party=NULL; 3306 op->contr->party = NULL;
2941 if (settings.set_title == TRUE) 3307 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0'; 3308 op->contr->own_title[0] = '\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2944 check_score(op); 3310 check_score (op);
2945 if(op->contr->ranges[range_golem]!=NULL) { 3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
2946 remove_friendly_object(op->contr->ranges[range_golem]); 3313 remove_friendly_object (op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]); 3314 remove_ob (op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]); 3315 free_object (op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL; 3316 op->contr->ranges[range_golem] = NULL;
2950 op->contr->golem_count=0; 3317 op->contr->golem_count = 0;
2951 } 3318 }
2952 loot_object(op); /* Remove some of the items for good */ 3319 loot_object (op); /* Remove some of the items for good */
2953 remove_ob(op); 3320 remove_ob (op);
2954 op->direction=0; 3321 op->direction = 0;
2955 3322
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
2957 delete_character(op->name,0); 3325 delete_character (op->name, 0);
2958 if (settings.resurrection == TRUE) { 3326 if (settings.resurrection == TRUE)
3327 {
2959 /* save playerfile sans equipment when player dies 3328 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection 3329 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely 3330 ** type spells will work on them nicely
2962 */ 3331 */
2963 delete_character(op->name,0); 3332 delete_character (op->name, 0);
2964 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999; 3334 op->stats.food = 999;
2966 3335
2967 /* set the location of where the person will reappear when */ 3336 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */ 3337 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname); 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL) 3339 if (op->map != NULL)
2971 op->map = NULL; 3340 op->map = NULL;
2972 op->x = settings.emergency_x; 3341 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y; 3342 op->y = settings.emergency_y;
2974 save_player(op,0); 3343 save_player (op, 0);
2975 op->map = map; 3344 op->map = map;
2976 /* please see resurrection.c: peterm */ 3345 /* please see resurrection.c: peterm */
2977 dead_player(op); 3346 dead_player (op);
2978 } else { 3347 }
3348 else
2979 delete_character(op->name,1); 3349 delete_character (op->name, 1);
2980 } 3350 }
2981 } 3351
2982 play_again(op); 3352 play_again (op);
2983 3353
2984 /* peterm: added to create a corpse at deathsite. */ 3354 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl")); 3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
2986 sprintf(buf,"%s", op->name); 3356 sprintf (buf, "%s", &op->name);
2987 FREE_AND_COPY(tmp->name, buf); 3357 tmp->name = tmp->name_pl = buf;
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level; 3358 tmp->level = op->level;
2990 tmp->x=x;tmp->y=y; 3359 tmp->x = x;
2991 if (tmp->msg) 3360 tmp->y = y;
2992 free_string(tmp->msg); 3361 tmp->msg = gravestone_text (op);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE); 3362 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0); 3363 insert_ob_in_map (tmp, map, NULL, 0);
2996 } 3364 }
2997} 3365}
2998 3366
2999 3367
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 3368void
3369loot_object (object *op)
3370{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 3371 object *tmp, *tmp2, *next;
3002 3372
3003 if (op->container) { /* close open sack first */ 3373 if (op->container)
3374 { /* close open sack first */
3004 esrv_apply_container (op, op->container); 3375 esrv_apply_container (op, op->container);
3005 } 3376 }
3006 3377
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3378 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 {
3008 next=tmp->below; 3380 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3381 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue;
3010 remove_ob(tmp); 3383 remove_ob (tmp);
3011 tmp->x=op->x,tmp->y=op->y; 3384 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 3385 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 3386 { /* empty container to ground */
3014 } 3387 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3388 }
3016 || 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 {
3017 if(tmp->nrof>1) { 3391 if (tmp->nrof > 1)
3392 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 3394 free_object (tmp2);
3020 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 }
3021 } else 3400 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3402 }
3026} 3403}
3027 3404
3028/* 3405/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3408 * was changed.
3032 */ 3409 */
3033 3410
3411void
3034void fix_weight(void) { 3412fix_weight (void)
3413{
3035 player *pl; 3414 player *pl;
3415
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
3038 if(old == sum) 3420 if (old == sum)
3039 continue; 3421 continue;
3040 fix_player(pl->ob); 3422 fix_player (pl->ob);
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3424 }
3044} 3425}
3045 3426
3427void
3046void fix_luck(void) { 3428fix_luck (void)
3429{
3047 player *pl; 3430 player *pl;
3431
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3049 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3050 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3051} 3435}
3052 3436
3053 3437
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3057 */ 3441 */
3058 3442
3059void 3443void
3060cast_dust (object * op, object * throw_ob, int dir) 3444cast_dust (object *op, object *throw_ob, int dir)
3061{ 3445{
3062 object *skop, *spob; 3446 object *skop, *spob;
3063 3447
3064 skop = find_skill_by_name (op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3065 3449
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3452 {
3069 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);
3070 op->name);
3071 return; 3454 return;
3072 } 3455 }
3073 3456
3074 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3075 3458
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3459 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 3460 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 3461 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3462 if (!spob)
3080 { 3463 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3464 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 3465 return;
3084 } 3466 }
3085 3467
3086 if (op->type == PLAYER) 3468 if (op->type == PLAYER)
3087 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);
3088 3470
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3471 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3472
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3092 remove_ob (throw_ob); 3474 remove_ob (throw_ob);
3093 free_object (throw_ob); 3475 free_object (throw_ob);
3094} 3476}
3095 3477
3478void
3096void make_visible (object *op) { 3479make_visible (object *op)
3480{
3097 op->hide = 0; 3481 op->hide = 0;
3098 op->invisible = 0; 3482 op->invisible = 0;
3099 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3100 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3486 op->contr->invis_race = 0;
3102 } 3487 }
3103 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3104} 3489}
3105 3490
3491int
3106int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3107 object *tmp=NULL; 3494 object *tmp = NULL;
3108 3495
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3110 3498
3111 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3115 return 0; 3504 return 0;
3116} 3505}
3117 3506
3118/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3509 * indicate greater hideability.
3121 */ 3510 */
3122 3511
3512int
3123int hideability(object *ob) { 3513hideability (object *ob)
3514{
3124 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3125 sint16 x,y; 3516 sint16 x, y;
3126 3517
3127 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3128 3520
3129 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3131 3523
3132 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3136 3529
3137 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3539 level += 2;
3143 else /* open terrain! */ 3540 else /* open terrain! */
3144 level -= 1; 3541 level -= 1;
3145 } 3542 }
3146 3543
3147#if 0 3544#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3546#endif
3150 return level; 3547 return level;
3151} 3548}
3152 3549
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3554 */
3158 3555
3556void
3159void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3560 object *skop;
3162 3561
3163 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3164 3564
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3566
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3169 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3170 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!");
3171 make_visible(op); 3573 make_visible (op);
3172 return; 3574 return;
3173 } else num += 20; 3575 }
3576 else
3577 num += 20;
3174 } 3578 }
3175 num += op->map->difficulty; 3579 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3581 num -= hide;
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3179 make_visible(op); 3584 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3587 }
3183 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3184 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);
3185 } 3591 }
3186} 3592}
3187 3593
3188/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3189 3595
3596int
3190int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3191 object *tmp=NULL; 3599 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3601 mapstruct *m;
3194 sint16 x,y; 3602 sint16 x, y;
3195 3603
3196 if(!who) return 0; 3604 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 3641}
3227 3642
3228/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3653 * -b.t.
3239 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3240 */ 3655 */
3241 3656
3657int
3242int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3243 rv_vector rv; 3660 rv_vector rv;
3244 int dx,dy; 3661 int dx, dy;
3245 3662
3246 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3666 return -1;
3273 op = op->more;
3274 } 3667 }
3668 if (!pl || !op)
3275 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;
3276} 3699}
3277 3700
3278/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3705 * return 0.
3283 */ 3706 */
3707int
3284int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3285 3710
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3714 return 0;
3289 3715
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3291 3718
3292 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3294 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");
3295 return 1; 3723 return 1;
3296 } 3724 }
3297 } 3725 }
3298 return 0; 3726 return 0;
3299} 3727}
3300 3728
3301/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3736 */
3737int
3309int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3310 object *tmp; 3740 object *tmp;
3311 3741
3312 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3758 object *invtmp;
3759
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3772 return 1;
3332 } 3773 }
3333 } 3774 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3775 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3342 return 0; 3777 return 0;
3343} 3778}
3344 3779
3345/* 3780/*
3349 * attributes: 3784 * attributes:
3350 * object *who the dragon player 3785 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3352 * int level ability level 3787 * int level ability level
3353 */ 3788 */
3789void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3797 int i = 0, j = 0;
3361 3798
3362 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3371 3808
3372 if (trlist == NULL || who->type != PLAYER) 3809 if (trlist == NULL || who->type != PLAYER)
3373 return; 3810 return;
3374 3811
3375 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++);
3376 tr = tr->next, i++); 3813
3377
3378 if (tr == NULL || tr->item == NULL) { 3814 if (tr == NULL || tr->item == NULL)
3815 {
3379 /* 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]); */
3380 return; 3817 return;
3381 } 3818 }
3382 3819
3383 /* everything seems okay - now bring on the gift: */ 3820 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3821 item = &(tr->item->clone);
3385 3822
3386 if (item->type == SPELL) { 3823 if (item->type == SPELL)
3824 {
3387 if (check_spell_known (who, item->name)) 3825 if (check_spell_known (who, item->name))
3388 return; 3826 return;
3389 3827
3390 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);
3391 do_learn_spell (who, item, 0); 3829 do_learn_spell (who, item, 0);
3392 return; 3830 return;
3393 } 3831 }
3394 3832
3395 /* grant direct spell */ 3833 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3834 if (item->type == SPELLBOOK)
3835 {
3397 if (!item->inv) { 3836 if (!item->inv)
3837 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3838 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3839 return;
3401 } 3840 }
3402 if (check_spell_known (who, item->inv->name)) 3841 if (check_spell_known (who, item->inv->name))
3403 return; 3842 return;
3404 if (item->invisible) { 3843 if (item->invisible)
3844 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3407 return; 3847 return;
3408 } 3848 }
3409 } 3849 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3411 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 {
3412 3854
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3417 */ 3859 */
3418 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3419 /* Give new attacktype */ 3862 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3421 3864
3422 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3424 3867
3425 if (item->msg != NULL) 3868 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3870
3428 /* Give player new face */ 3871 /* Give player new face */
3429 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3430 who->face = skop->face; 3874 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3877 who->last_anim = 0;
3434 who->state = 0; 3878 who->state = 0;
3435 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3436 } 3880 }
3881 }
3882 }
3437 } 3883 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3441 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3887 object *skin;
3888
3443 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3444 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);
3445 skin=skin->below); 3891 if (skin == NULL)
3446 if (skin == NULL) return; 3892 return;
3447 3893
3448 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3898
3452 /* print message */ 3899 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3902 {
3456 if (j) 3903 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3904 {
3458 else 3905 if (j)
3459 j = 1; 3906 strcat (buf, " and ");
3907 else
3908 j = 1;
3460 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3461 } 3910 }
3462 } 3911 }
3463 strcat(buf,"."); 3912 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3914 }
3466 3915
3467 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3923
3475 /* print message if there is one */ 3924 /* print message if there is one */
3476 if (item->msg != NULL) 3925 if (item->msg != NULL)
3477 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
3478 } 3929 {
3479 else {
3480 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3486 } 3936 }
3487} 3937}
3488 3938
3489/** 3939/**
3490 * 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
3491 * not readied. 3941 * not readied.
3492 */ 3942 */
3943void
3493void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3494 rangetype i; 3946 rangetype i;
3495 3947
3496 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 {
3497 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3498 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3499 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3500 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3501 } 3956 }
3502 } 3957 }
3503 } 3958 }
3504} 3959}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines