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 1.10 by root, Tue Aug 29 07:54:38 2006 UTC vs.
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.10 2006/08/29 07:54:38 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));
334
322 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 338 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. 339 /* 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 340 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 341 * on the uncoming socket.
328 */ 342 */
329 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 344 set_first_map (p->ob);
331 345
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
334 send_rules(p->ob); 348 send_rules (p->ob);
335 send_news(p->ob); 349 send_news (p->ob);
336 display_motd(p->ob); 350 display_motd (p->ob);
337 get_name(p->ob); 351 get_name (p->ob);
352
338 return 0; 353 return 0;
339} 354}
340 355
341/* 356/*
342 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
345 */ 360 */
361archetype *
346archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
347{ 363{
348 archetype *start = at; 364 archetype *start = at;
365
349 for (;;) { 366 for (;;)
367 {
350 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
351 at=first_archetype; 369 at = first_archetype;
352 else 370 else
353 at=at->next; 371 at = at->next;
354 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
355 return at; 373 return at;
356 if (at == start) { 374 if (at == start)
375 {
357 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 377 exit (-1);
359 } 378 }
360 } 379 }
361} 380}
362 381
363 382
383object *
364object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
365 object *op = NULL; 386 object *op = NULL;
366 player *pl = NULL; 387 player *pl = NULL;
367 objectlink *ol; 388 objectlink *ol;
368 unsigned lastdist; 389 unsigned lastdist;
369 rv_vector rv; 390 rv_vector rv;
370 391
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393 {
372 /* We should not find free objects on this friendly list, but it 394 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
376 */ 398 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
378 object *tmp=ol->ob; 401 object *tmp = ol->ob;
379 402
380 /* Can't do much more other than log the fact, because the object 403 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 404 * itself will have been cleared.
382 */ 405 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 407 ol = ol->next;
385 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
386 if (!ol) return op; 409 if (!ol)
387 } 410 return op;
411 }
388 412
389 /* Remove special check for player from this. First, it looks to cause 413 /* 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 414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 415 * 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 416 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
395 */ 419 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 421 continue;
398 422
399 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
400 op=ol->ob; 425 op = ol->ob;
401 lastdist=rv.distance; 426 lastdist = rv.distance;
402 } 427 }
403 } 428 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
406 433
407 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
408 op=pl->ob; 435 {
409 lastdist=rv.distance; 436 op = pl->ob;
410 } 437 lastdist = rv.distance;
411 } 438 }
439 }
412 } 440 }
413#if 0 441#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 443#endif
416 return op; 444 return op;
417} 445}
418 446
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 447/* 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 448 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 486 * 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, 487 * 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 488 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 489 * is blocking itself.
462 */ 490 */
491int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
464 rv_vector rv; 494 rv_vector rv;
465 sint16 x,y; 495 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
468 498
469 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
470 500
471 if (rv.distance<mindiff) return 0; 501 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; 502 return 0;
724}
725 503
726void confirm_password(object *op) { 504 x = mon->x;
505 y = mon->y;
506 m = mon->map;
507 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
510 /* If we can't solve it within the search distance, return now. */
511 if (diff > max)
512 return 0;
513 while (diff > 1 && max > 0)
514 {
515 lastx = x;
516 lasty = y;
517 lastmap = m;
518 x = lastx + freearr_x[dir];
519 y = lasty + freearr_y[dir];
727 520
521 mflags = get_map_flags (m, &m, x, y, &x, &y);
522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
523
524 /* Space is blocked - try changing direction a little */
525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
528 /* recalculate direction from last good location. Possible
529 * we were not traversing ideal location before.
530 */
531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
532 if (rv.direction != dir)
533 {
534 /* OK - says direction should be different - lets reset the
535 * the values so it will try again.
536 */
537 x = lastx;
538 y = lasty;
539 m = lastmap;
540 dir = firstdir = rv.direction;
541 }
542 else
543 {
544 /* direct path is blocked - try taking a side step to
545 * either the left or right.
546 * Note increase the values in the loop below to be
547 * more than -1/1 respectively will mean the monster takes
548 * bigger detour. Have to be careful about these values getting
549 * too big (3 or maybe 4 or higher) as the monster may just try
550 * stepping back and forth
551 */
552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
555 continue; /* already did this, so skip it */
556 /* Use lastdir here - otherwise,
557 * since the direction that the creature should move in
558 * may change, you could get infinite loops.
559 * ie, player is northwest, but monster can only
560 * move west, so it does that. It goes some distance,
561 * gets blocked, finds that it should move north,
562 * can't do that, but now finds it can move east, and
563 * gets back to its original point. lastdir contains
564 * the last direction the creature has successfully
565 * moved.
566 */
567
568 x = lastx + freearr_x[absdir (lastdir + i)];
569 y = lasty + freearr_y[absdir (lastdir + i)];
570 m = lastmap;
571 mflags = get_map_flags (m, &m, x, y, &x, &y);
572 if (mflags & P_OUT_OF_MAP)
573 continue;
574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
577 if (mflags & P_BLOCKSVIEW)
578 continue;
579
580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
582 }
583 /* go through entire loop without finding a valid
584 * sidestep to take - thus, no valid path.
585 */
586 if (i == (DETOUR_AMOUNT + 1))
587 return 0;
588 diff--;
589 lastdir = dir;
590 max--;
591 if (!firstdir)
592 firstdir = dir + i;
593 } /* else check alternate directions */
594 } /* if blocked */
595 else
596 {
597 /* we moved towards creature, so diff is less */
598 diff--;
599 max--;
600 lastdir = dir;
601 if (!firstdir)
602 firstdir = dir;
603 }
604 if (diff <= 1)
605 {
606 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance.
608 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
611 }
612 if (diff > max)
613 return 0;
614 }
615 /* If we reached the max, didn't find a direction in time */
616 if (!max)
617 return 0;
618
619 return firstdir;
620}
621
622void
623give_initial_items (object *pl, treasurelist * items)
624{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629
630 for (op = pl->inv; op; op = next)
631 {
632 next = op->below;
633
634 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way
636 */
637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
638 SET_FLAG (op, FLAG_APPLIED);
639
640 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions
642 */
643 if (pl->type == PLAYER)
644 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
646 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 {
651 remove_ob (op);
652 free_object (op);
653 continue;
654 }
655 }
656
657 /* This really needs to be better - we should really give
658 * a substitute spellbook. The problem is that we don't really
659 * have a good idea what to replace it with (need something like
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */
663 if (op->type == SPELLBOOK || op->type == SKILL)
664 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name)
669 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678 if (op->nrof > 1)
679 op->nrof = 1;
680 }
681
682 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686
687 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be
689 * merged properly.
690 */
691 if (need_identify (op))
692 {
693 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
698 {
699 remove_ob (op);
700 free_object (op);
701 continue;
702 }
703 else if (op->type == SKILL)
704 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0;
707 op->level = 1;
708 }
709 /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */
713
714 /* Need to set up the skill pointers */
715 link_player_skills (pl);
716}
717
718void
719get_name (object *op)
720{
728 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 799}
732 800
801void
733void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
734 if (party == NULL) { 804 if (party == NULL)
805 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 807 return;
737 } 808 }
738 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 813}
743 814
744 815
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int
746int roll_stat(void) { 818roll_stat (void)
819{
747 int a[4],i,j,k; 820 int a[4], i, j, k;
748 821
749 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
751 824
752 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 826 if (a[i] < k)
754 k=a[i],j=i; 827 k = a[i], j = i;
755 828
756 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 830 {
831 if (i != j)
832 k += a[i];
833 }
760 return k; 834 return k;
761} 835}
762 836
837void
763void roll_stats(object *op) { 838roll_stats (object *op)
839{
764 int sum=0; 840 int sum = 0;
765 int i = 0, j = 0; 841 int i = 0, j = 0;
766 int statsort[7]; 842 int statsort[7];
767 843
844 do
768 do { 845 {
769 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 853 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+ 854 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
780 856
781 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
789 865
790 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
791 do { 868 {
792 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
793 j = statsort[i]; 871 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 873 statsort[i + 1] = j;
796 i = 0; 874 i = 0;
797 } else { 875 }
798 i++; 876 else
799 } 877 {
878 i++;
879 }
880 }
800 } while (i < 6); 881 while (i < 6);
801 882
802 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
809 890
810 891
811 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
818 899
819 op->level=1; 900 op->level = 1;
820 op->stats.exp=0; 901 op->stats.exp = 0;
821 op->stats.ac=0; 902 op->stats.ac = 0;
822 903
823 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
826 907
827 fix_player(op); 908 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
832} 913}
833 914
915void
834void Roll_Again(object *op) 916Roll_Again (object *op)
835{ 917{
836 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 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)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 921}
839 922
923void
840void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
841{ 925{
842 signed char tmp; 926 signed char tmp;
843 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
844 928
845 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 931 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,"); 932 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"); 933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 934 return;
850 } 935 }
851 936
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 938
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 939 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));
856 940
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 942
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 952 op->stats.ac = 0;
869 953
870 op->level=1; 954 op->level = 1;
871 op->stats.exp=0; 955 op->stats.exp = 0;
872 op->stats.ac=0; 956 op->stats.ac = 0;
873 957
874 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
877 961
878 fix_player(op); 962 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
884} 968}
885 969
886 970
887/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 974 * 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 975 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
893 */ 977 */
978int
894int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
895{ 980{
896 int keynum = key -'0'; 981 int keynum = key - '0';
897 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 984
900 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
901 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
902 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 992 }
906 else 993 else
907 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
908 995
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 997 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 } 998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
920 1010
921#if 0 1011#if 0
922 /* So that enter_exit will put us at startx/starty */ 1012 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1013 op->x = -1;
924 1014
925 enter_exit(op,NULL); 1015 enter_exit (op, NULL);
926#endif 1016#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1017 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1018 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1019 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"); 1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1022 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1023 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1025 return 0;
935 } 1026 }
936 case 'y': 1027 case 'y':
937 case 'Y': 1028 case 'Y':
938 roll_stats(op); 1029 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1031 return 1;
941 1032
942 case 'q': 1033 case 'q':
943 case 'Q': 1034 case 'Q':
944 play_again(op); 1035 play_again (op);
945 return 1; 1036 return 1;
946 1037
947 default: 1038 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1040 return 0;
950 } 1041 }
951 return 0; 1042 return 0;
952} 1043}
953 1044
954/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
958 * not the class. 1049 * not the class.
959 */ 1050 */
960 1051
1052int
961int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
962{ 1054{
963 int tmp_loop; 1055 int tmp_loop;
964 1056
965 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
966 remove_ob(op); 1059 remove_ob (op);
967 play_again(op); 1060 play_again (op);
968 return 0; 1061 return 0;
969 } 1062 }
970 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
971 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
972 1066
973 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1070
977 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
979 1073
980 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
981 1075
982 if (op->msg) { 1076 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1077 op->msg = NULL;
985 }
986 1078
987 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
988 * to save here. 1080 * to save here.
989 */ 1081 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1083 make_path_to_file (buf);
992 1084
993#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
995#endif 1087#endif
996 start_info(op); 1088 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1091 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1001 fix_player(op); 1093 fix_player (op);
1002 1094
1003 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1004 * is one for this race 1096 * is one for this race
1005 */ 1097 */
1006 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1007 object *tmp; 1100 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1011 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1104 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1018 * default initial map */ 1110 * default initial map */
1019 free_object(tmp); 1111 free_object (tmp);
1112 }
1020 } else { 1113 else
1114 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1116 }
1023 return 0; 1117 return 0;
1024 } 1118 }
1025 1119
1026 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1028 */ 1122 */
1029 1123
1030 tmp_loop = 0; 1124 tmp_loop = 0;
1031 while(!tmp_loop) { 1125 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1033 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1034 remove_statbonus(op); 1130 remove_statbonus (op);
1035 remove_ob (op); 1131 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1134 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1136 op->name = op->name_pl = name;
1041 op->name = name; 1137 op->x = x;
1042 free_string(op->name_pl); 1138 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 */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1142 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1144 }
1145
1055 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1148 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1061 if (op->msg) 1153 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 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; 1157 return 0;
1065} 1158}
1066 1159
1160int
1067int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1068{ 1162{
1069 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1070 1164
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1072 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1169 return 1;
1075 } 1170 }
1076 1171
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1079 1174
1080 terminate_all_pets(op); 1175 terminate_all_pets (op);
1081 leave_map(op); 1176 leave_map (op);
1082 op->direction=0; 1177 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1179
1086 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1181 check_score (op);
1088 op->contr->party=NULL; 1182 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1091 1185
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1187 {
1188 maptile *mp, *next;
1094 1189
1095 /* We need to hunt for any per player unique maps in memory and 1190 /* 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, 1191 * 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 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1193 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1101 next = mp->next; 1197 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1199 delete_map (mp);
1104 } 1200 }
1105 1201
1106 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1107 } 1203 }
1204
1108 play_again(op); 1205 play_again (op);
1109 return 1; 1206 return 1;
1110} 1207}
1111 1208
1209void
1112void flee_player(object *op) { 1210flee_player (object *op)
1211{
1113 int dir,diff; 1212 int dir, diff;
1114 rv_vector rv; 1213 rv_vector rv;
1115 1214
1116 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1219 return;
1120 } 1220 }
1121 1221
1122 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1226 return;
1126 } 1227 }
1127 1228
1128 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1131 */ 1232 */
1132 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1236 op->enemy = NULL;
1135 return; 1237 return;
1136 } 1238 }
1137 1239
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1139 op->enemy=NULL; 1242 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1244 return;
1142 } 1245 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1144 1247
1145 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1249 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 } 1250 {
1251 int m = 1 - (RANDOM () & 2);
1252
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return;
1256 }
1257 }
1153 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1260 op->enemy = NULL;
1156} 1261}
1157 1262
1158 1263
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* 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 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1266 * stop.
1162 */ 1267 */
1268int
1163int check_pick(object *op) { 1269check_pick (object *op)
1270{
1164 object *tmp, *next; 1271 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1272 int stop = 0;
1167 int j, k, wvratio; 1273 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1169 1275
1170
1171 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1173 return 1; 1278 return 1;
1174 1279
1175 op_tag = op->count;
1176
1177 next = op->below; 1280 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1281
1181 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1283 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1184 { 1285 {
1185 tmp = next; 1286 tmp = next;
1186 next = tmp->below; 1287 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1288
1190 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1191 return 0; 1290 return 0;
1192 1291
1193 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1194 continue; 1293 continue;
1195 1294
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1296 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1298 pick_up (op, tmp);
1200 continue; 1299 continue;
1201 } 1300 }
1202 1301
1203 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1205 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1306 {
1207 case 1: pick_up (op, tmp); 1307 case 0:
1208 return 1; 1308 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1309 case 1:
1210 return 0; 1310 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1311 return 1;
1212 case 4: pick_up (op, tmp); 1312 case 2:
1213 break; 1313 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1314 return 0;
1215 stop = 1; 1315 case 3:
1216 break; 1316 return 0; /* stop before pickup */
1217 case 6: 1317 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1318 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1319 break;
1220 pick_up(op, tmp); 1320 case 5:
1221 break; 1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1222 1328
1223 case 7: 1329 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1331 pick_up (op, tmp);
1226 break; 1332 break;
1227 1333
1228 default: 1334 default:
1229 /* use value density */ 1335 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1338 pick_up (op, tmp);
1233 >= op->contr->mode) 1339 }
1234 pick_up(op,tmp); 1340 }
1235 } 1341 else
1236 } 1342 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1343 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1344 if (op->contr->mode & PU_DEBUG)
1240 { 1345 {
1241 /* some debugging code to figure out item information */ 1346 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1347 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1349 &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)))); 1350 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1352 &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); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1354
1252 sprintf(putstring,"...flags: "); 1355 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1356 for (k = 0; k < 4; k++)
1254 { 1357 {
1255 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1256 { 1359 {
1257 if((tmp->flags[k]>>j)&0x01) 1360 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1361 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1362 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1363 strcat (putstring, tmpstr);
1261 } 1364 }
1262 } 1365 }
1263 } 1366 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1368
1266#if 0 1369#if 0
1267 /* print the flags too */ 1370 /* print the flags too */
1268 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1269 { 1372 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1272 { 1375 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1275 } 1378 fprintf (stderr, " ");
1379 }
1276 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1381 }
1278#endif 1382#endif
1279 } 1383 }
1280 /* philosophy: 1384 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1385 * 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 1386 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1389 * example.
1286 * The drawback: right now it has no frontend, so you need to 1390 * 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 1391 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1289 */ 1393 */
1290 1394
1291 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1294 1398
1295 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1296 1400
1297 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1298 1403
1299 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1406 * anything up */
1302 1407
1303 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1304 1410
1305 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1413 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1309 1416
1310 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1312 1420
1313 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1315 1424
1316 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue;
1434 }
1321 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1436 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; } 1437 {
1438 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue;
1442 }
1324 1443
1325 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1446 {
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1328 1452
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1336 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1339 1478
1340 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1344 1488
1345 /* pick up all magical items */ 1489 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1491 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; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1349 1498
1350 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1351 { 1500 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1354 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1355 1509
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1360 1519
1361 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1365 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1368 1537
1369 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1373 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1376 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1379 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1382 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1385 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1388 1587
1389 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1393 1597
1394 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1600 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1602 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1402 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1613 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 pick_up (op, tmp);
1408 } 1617 if (0)
1409 } 1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1410 1623
1411 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1415 1633
1416 /* any of the last 4 bits set means we use the ratio for value 1634 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1635 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1419 { 1637 {
1420 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1640 /* >=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 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1644 {
1427 pick_up(op, tmp); 1645 pick_up (op, tmp);
1428#if 0 1646#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1431 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1432 } 1651 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1652 else
1653 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1656#endif
1437 continue; 1657 continue;
1438 } 1658 }
1659 }
1660 } /* the new pickup model */
1439 } 1661 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1662 return !stop;
1443} 1663}
1444 1664
1445/* 1665/*
1446 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1668 * found object is returned.
1449 */ 1669 */
1670object *
1450object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1451{ 1672{
1452 object *tmp = NULL; 1673 object *tmp = NULL;
1453 1674
1454 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1676 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); 1677 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1459 return op; 1679 return op;
1460 return tmp; 1680 return tmp;
1461} 1681}
1462 1682
1463/* 1683/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1684 * 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 1685 * 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 1686 * 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. 1687 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1688 */
1469 1689
1690object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1692{
1472 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1474 1695
1475 if (!type) 1696 if (!type)
1476 return NULL; 1697 return NULL;
1477 1698
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1702 {
1703 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1705 if (i > betterby)
1484 tmp = ntmp; 1706 {
1485 betterby = i; 1707 tmp = ntmp;
1486 } 1708 betterby = i;
1709 }
1710 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1488 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1715 {
1491 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1717 {
1493 return arrow; 1718 *better = 100;
1494 } else { 1719 return arrow;
1495 tmp = arrow; 1720 }
1721 else
1722 {
1723 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1724 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1725 }
1498 } else { 1726 }
1727 else
1728 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 {
1500 attacktype = 1<<attacknum; 1731 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1732 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) { 1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1734 {
1735 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1737 }
1506 } 1738 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1740 {
1741 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1742 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1743 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1745 {
1746 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1747 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1748 }
1749 }
1750 }
1515 } 1751 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1753 return find_arrow (op, type);
1520 1754
1521 *better = betterby; 1755 *better = betterby;
1522 return tmp; 1756 return tmp;
1523} 1757}
1524 1758
1525/* looks in a given direction, finds the first valid target, and calls 1759/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1761 * op = the shooter
1528 * type = bow->race 1762 * type = bow->race
1529 * dir = fire direction 1763 * dir = fire direction
1530 */ 1764 */
1531 1765
1766object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1533{ 1768{
1534 object *tmp = NULL; 1769 object *tmp = NULL;
1535 mapstruct *m; 1770 maptile *m;
1536 int i, mflags, found, number; 1771 int i, mflags, found, number;
1537 sint16 x, y; 1772 sint16 x, y;
1538 1773
1539 if (op->map == NULL) 1774 if (op->map == NULL)
1540 return find_arrow(op, type); 1775 return find_arrow (op, type);
1541 1776
1542 /* do a dex check */ 1777 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 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))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1780 return find_arrow (op, type);
1546 1781
1547 m = op->map; 1782 m = op->map;
1548 x = op->x; 1783 x = op->x;
1549 y = op->y; 1784 y = op->y;
1550 1785
1551 /* find the first target */ 1786 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1553 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1557 tmp = NULL; 1794 tmp = NULL;
1558 break; 1795 break;
1796 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1800 * perhaps a bad assumption.
1562 */ 1801 */
1563 tmp = NULL; 1802 tmp = NULL;
1564 break; 1803 break;
1565 } 1804 }
1566 if (mflags & P_IS_ALIVE) { 1805 if (mflags & P_IS_ALIVE)
1806 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1808 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1809 {
1570 break; 1810 found++;
1571 } 1811 break;
1812 }
1572 if (found) 1813 if (found)
1573 break; 1814 break;
1574 } 1815 }
1575 } 1816 }
1576 if (tmp == NULL) 1817 if (tmp == NULL)
1577 return find_arrow(op, type); 1818 return find_arrow (op, type);
1578 1819
1579 if (tmp->head) 1820 if (tmp->head)
1580 tmp = tmp->head; 1821 tmp = tmp->head;
1581 1822
1582 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1583} 1824}
1584 1825
1585/* 1826/*
1586 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1831 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1832 * 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 1833 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1834 * player fire modes.
1594 */ 1835 */
1836int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1838{
1598 object *left, *bow; 1839 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1840 int bowspeed, mflags;
1601 mapstruct *m; 1841 maptile *m;
1602 1842
1603 if (!dir) { 1843 if (!dir)
1844 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1846 return 0;
1606 } 1847 }
1607 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1609 else { 1850 else
1851 {
1610 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1853 /* 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. 1854 * don't need to switch back and forth between bows and weapons.
1613 */ 1855 */
1614 if(bow->type==BOW) 1856 if (bow->type == BOW)
1615 break; 1857 break;
1616 1858
1617 if (!bow) { 1859 if (!bow)
1860 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1862 return 0;
1620 } 1863 }
1621 } 1864 }
1622 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1868 return 0;
1625 } 1869 }
1626 1870
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1872
1629 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1876 if (bowspeed < 1)
1633 bowspeed = 1; 1877 bowspeed = 1;
1634 1878
1635 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1637 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 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 */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1886 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1888 return 0;
1644 } 1889 }
1645 } 1890 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1893 {
1894 return 0;
1895 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1899 return 0;
1653 } 1900 }
1654 1901
1655 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1657 remove_ob(arrow); 1905 remove_ob (arrow);
1658 free_object(arrow); 1906 free_object (arrow);
1659 return 0; 1907 return 0;
1660 } 1908 }
1661 1909
1662 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1915 return 0;
1668 return 0;
1669 } 1916 }
1670 set_owner(arrow, op); 1917 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1918 arrow->skill = bow->skill;
1673 1919
1674 arrow->direction=dir; 1920 arrow->direction = dir;
1675 arrow->x = sx; 1921 arrow->x = sx;
1676 arrow->y = sy; 1922 arrow->y = sy;
1677 1923
1678 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1927 fix_player (op);
1681 } 1928 }
1682 1929
1683 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1689 1936
1690 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1938 * added to the damage. I think the strength bonus is more proper.
1692 */ 1939 */
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 1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1698 /* update the speed */ 1943 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1945 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 1946
1704 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1708 1951
1709 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1956 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 1957
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1959 }
1960 else
1961 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1963 arrow->level = op->level;
1721 } 1964 }
1965
1722 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1724 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1970 arrow->slaying = bow->slaying;
1726 1971
1727 arrow->map = m; 1972 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1975
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1734 1978
1735 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1980 move_arrow (arrow);
1737 1981
1738 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1741 else 1986 else
1742 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1743 } 1988 }
1989
1744 return 1; 1990 return 1;
1745} 1991}
1746 1992
1747/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1994 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1998 * hence the function name.
1753 */ 1999 */
2000int
1754int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1755{ 2002{
1756 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1757 2004
1758 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2006 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2007 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); 2008 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2012 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 2014 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2017 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)]); 2018 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)]); 2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2024 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); 2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2026
1776 } else { 2027 }
2028 else
2029 {
1777 /* Simple case */ 2030 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2032 }
1780 return ret; 2033 return ret;
1781} 2034}
1782 2035
1783 2036
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1786 */ 2039 */
2040void
1787void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1788{ 2042{
1789 object *item; 2043 object *item;
1790 2044
1791 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2048 return;
1794 } 2049 }
1795 2050
1796 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2052 if (!item->inv)
2053 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2055 return;
1800 } 2056 }
1801 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1802 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 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)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2063 return;
1806 } 2064 }
2065 }
1807 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2071 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2072 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)); 2073 else
1813 else 2074 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; 2075 return;
1817 } 2076 }
1818 } 2077 }
1819 2078
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1823 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
1824 object *tmp; 2085 {
1825 if (item->arch) { 2086 object *tmp;
2087
2088 if (item->arch)
2089 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1828 item->speed = 0; 2092 item->speed = 0;
1829 update_ob_speed(item); 2093 update_ob_speed (item);
1830 } 2094 }
1831 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2097 }
1834 } 2098 }
1835 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1836 drain_rod_charge(item); 2101 drain_rod_charge (item);
1837 } 2102 }
1838 } 2103 }
1839} 2104}
1840 2105
1841/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1842 */ 2107 */
2108void
1843void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1844 int spellcost=0; 2111 int spellcost = 0;
1845 2112
1846 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1848 2116
1849 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1850 case range_none: 2119 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; 2120 return;
1887 default: 2121
2122 case range_bow:
2123 player_fire_bow (op, dir);
2124 return;
2125
2126 case range_magic: /* Casting spells */
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2128 return;
2129
2130 case range_misc:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2159 return;
1890 } 2160 }
1891} 2161}
1892 2162
1893 2163
1894 2164
1901 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1904 */ 2174 */
1905 2175
2176object *
1906object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1907{ 2178{
1908 object *tmp,*key; 2179 object *tmp, *key;
1909 2180
1910 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1912 2184
1913 /* First, lets try to find a key in the top level inventory */ 2185 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1916 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1918 */ 2192 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2194 break;
1921 } 2195 }
1922 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2197 /* 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 2198 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2199 * a key, return
1926 */ 2200 */
1927 if (!tmp) { 2201 if (!tmp)
2202 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1929 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2207 {
2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
2210 }
2211 }
2212 if (!tmp)
2213 return NULL;
1932 } 2214 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2215 /* 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 2216 * see if we actually want to use it
1938 */ 2217 */
1939 if (pl!=container) { 2218 if (pl != container)
2219 {
1940 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1942 /* cases where this fails: 2223 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2225 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1946 * containers can be used. 2227 * containers can be used.
1947 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1951 * 2232 *
1952 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1953 * all the others. 2234 * all the others.
1954 */ 2235 */
1955 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2239 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2241 "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; 2242 return NULL;
1964 } 2243 }
1965 } 2244 }
1966 return tmp; 2245 return tmp;
1967} 2246}
1968 2247
1969/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1972 * 0 otherwise 2251 * 0 otherwise
1973 */ 2252 */
2253static int
1974static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1975{ 2255{
1976 2256
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2257 /* 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 - 2258 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1980 */ 2260 */
1981 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1982 2262
1983 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1984 if (key) { 2264 if (key)
2265 {
1985 object *container=key->env; 2266 object *container = key->env;
1986 2267
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2276 }
1993 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1995 "You open the door with the %s", query_short_name(key)); 2279 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 ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2281 }
1998 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
2001 if (container != op) 2285 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
2004 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
2005 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2293 return 1;
2008 } 2294 }
2009 return 0; 2295 return 0;
2010} 2296}
2011 2297
2012/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2017 */ 2303 */
2018 2304
2305void
2019void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2020{ 2307{
2021 object *tmp, *mon; 2308 object *tmp, *mon;
2022 sint16 nx, ny; 2309 sint16 nx, ny;
2023 int on_battleground; 2310 int on_battleground;
2024 mapstruct *m; 2311 maptile *m;
2025 2312
2026 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2028 2315
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2317
2031 /* If braced, or can't move to the square, and it is not out of the 2318 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2319 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2320 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2321 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2322 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2323 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2324 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2325 * move_ob uses.
2039 */ 2326 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2332 if (!m)
2044 } 2333 return; /* Don't think this should happen */
2045 else m =op->map; 2334 }
2046 2335 else
2336 m = op->map;
2337
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2341 return;
2050 } 2342 }
2051 2343
2052 mon = NULL; 2344 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2345 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2346 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2347 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2348 * on the space
2057 */ 2349 */
2058 while (tmp!=NULL) { 2350 while (tmp != NULL)
2351 {
2059 if (tmp == op) { 2352 if (tmp == op)
2060 tmp=tmp->above; 2353 {
2061 continue; 2354 tmp = tmp->above;
2062 } 2355 continue;
2356 }
2357
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2359 {
2065 break; 2360 mon = tmp;
2066 } 2361 break;
2362 }
2363
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2365 mon = tmp;
2366
2069 tmp=tmp->above; 2367 tmp = tmp->above;
2070 } 2368 }
2071 2369
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2370 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2371 return; /* into a wall */
2074 2372
2075 if(mon->head != NULL) 2373 if (mon->head != NULL)
2076 mon = mon->head; 2374 mon = mon->head;
2077 2375
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2377 if (player_attack_door (op, mon))
2378 return;
2080 2379
2081 /* The following deals with possibly attacking peaceful 2380 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2381 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2382 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2383 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2384 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2385 * and thus will not push them.
2087 */ 2386 */
2088 2387
2089 /* If the creature is a pet, push it even if the player is not 2388 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2389 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2390 * player owns it and it is either friendly or unagressive.
2092 */ 2391 */
2093 if ((op->type==PLAYER) 2392 if ((op->type == PLAYER)
2094#if COZY_SERVER 2393#if COZY_SERVER
2095 && 2394 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr 2395 ((get_owner (mon) && get_owner (mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2397#else
2102 && get_owner(mon)==op 2398 && get_owner (mon) == op
2103#endif 2399#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2401 {
2106 /* If we're braced, we don't want to switch places with it */ 2402 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2403 if (op->contr->braced)
2404 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2406 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2111 return; 2409 return;
2112 } 2410 }
2113 2411
2114 /* in certain circumstances, you shouldn't attack friendly 2412 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2413 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2414 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2415 * attack them either.
2118 */ 2416 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2419#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2420 (op->contr->peaceful
2421 || (mon->type == PLAYER
2422 && mon->contr->
2423 peaceful)) &&
2124#else 2424#else
2125 op->contr->peaceful && 2425 op->contr->peaceful &&
2126#endif 2426#endif
2127 !on_battleground 2427 !on_battleground))
2428 {
2429 if (!op->contr->braced)
2128 )) { 2430 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2432 (void) push_ob (mon, dir, op);
2132 } else { 2433 }
2434 else
2435 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2436 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2437 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2438 if (op->contr->tmp_invis || op->hide)
2136 } 2439 make_visible (op);
2440 }
2137 2441
2138 /* If the object is a boulder or other rollable object, then 2442 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2443 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2444 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2446 {
2142 recursive_roll(mon,dir,op); 2447 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2448 if (action_makes_visible (op))
2144 } 2449 make_visible (op);
2450 }
2145 2451
2146 /* Any generic living creature. Including things like doors. 2452 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2453 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2454 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2455 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2456 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2457 */
2152 2458
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2461 {
2156 2462
2157 /* If the player hasn't hit something this tick, and does 2463 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2464 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2465 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2466 * incurred a 1 tick offset.
2161 */ 2467 */
2162 if (!op->contr->has_hit) { 2468 if (!op->contr->has_hit)
2469 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2471
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2473 }
2167 2474
2168 skill_attack(mon, op, 0, NULL, NULL); 2475 skill_attack (mon, op, 0, NULL, NULL);
2169 2476
2170 /* If attacking another player, that player gets automatic 2477 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2478 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2479 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2480 * the wiz.
2174 */ 2481 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2483 {
2177 short luck = mon->stats.luck; 2484 short luck = mon->stats.luck;
2485
2178 mon->contr->has_hit = 1; 2486 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2487 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2488 mon->stats.luck = luck;
2181 } 2489 }
2182 if(action_makes_visible(op)) make_visible(op); 2490 if (action_makes_visible (op))
2183 } 2491 make_visible (op);
2492 }
2184 } /* if player should attack something */ 2493 } /* if player should attack something */
2185} 2494}
2186 2495
2496int
2187int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2188 int pick; 2499 int pick;
2189 2500
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2502 return 0;
2503
2504 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9))
2506 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0;
2509 }
2510
2511 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514
2515 op->facing = dir;
2516
2517 if (op->hide)
2518 do_hidden_move (op);
2519
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ;
2522 else if (op->contr->fire_on)
2523 fire (op, dir);
2524 else
2525 {
2526 move_player_attack (op, dir);
2527 pick = check_pick (op);
2528 }
2529
2530 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing.
2532 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir;
2536 }
2537 else
2538 {
2539 op->direction = 0;
2540 }
2541 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities
2543 * for players.
2544 */
2545 animate_object (op, op->facing);
2546 return 0;
2231} 2547}
2232 2548
2233/* This is similar to handle_player, below, but is only used by the 2549/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2550 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2551 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2552 * the new speed values for commands.
2237 * 2553 *
2238 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2239 */ 2555 */
2556int
2240int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2241{ 2558{
2242 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2243 op->invisible = 1000; 2561 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2247 */ 2565 */
2248 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2567 op->invisible--;
2249 } 2568 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2251 op->invisible--; 2571 op->invisible--;
2252 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2253 make_visible(op); 2574 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2576 }
2256 } 2577 }
2257 2578
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2259 flee_player(op); 2581 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2582 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2262 op->speed_left--; 2585 op->speed_left--;
2263 return 0; 2586 return 0;
2264 } 2587 }
2265 } 2588 }
2266 2589
2267 /* I've been seeing crashes where the golem has been destroyed, but 2590 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2591 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2592 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2593 * put this in a a workaround to clean up the golem pointer.
2271 */ 2594 */
2272 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2597 {
2275 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2277 } 2600 }
2278 2601
2279 /* call this here - we also will call this in do_ericserver, but 2602 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2604 * called, so we recheck it here.
2282 */ 2605 */
2283 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2607 if (op->speed_left < 0)
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 }
2298 return 0; 2608 return 0;
2299}
2300 2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction);
2620 if (op->speed_left > 0)
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0;
2626}
2627
2628int
2301int save_life(object *op) { 2629save_life (object *op)
2630{
2302 object *tmp; 2631 object *tmp;
2303 2632
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2634 return 0;
2635
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp;
2648 if (op->stats.food < 0)
2649 op->stats.food = 999;
2650 fix_player (op);
2651 return 1;
2652 }
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */
2656 return 0;
2329} 2657}
2330 2658
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2659/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2660 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2661 * function will descend into containers. op is the object to start the search
2334 * from. 2662 * from.
2335 */ 2663 */
2664void
2336void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2337{ 2666{
2338 object *next; 2667 object *next;
2339 2668
2340 while (op) { 2669 while (op)
2670 {
2341 next=op->below; /* Make sure we have a good value, in case 2671 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2672 * we remove object 'op'
2343 */ 2673 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2345 remove_ob(op); 2676 remove_ob (op);
2346 op->x = env->x; 2677 op->x = env->x;
2347 op->y = env->y; 2678 op->y = env->y;
2348 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2682 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2683 else if (op->inv)
2353 op=next; 2684 remove_unpaid_objects (op->inv, env);
2685 op = next;
2354 } 2686 }
2355} 2687}
2356 2688
2357 2689
2358/* 2690/*
2360 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2364 */ 2696 */
2697char *
2365char *gravestone_text (object *op) 2698gravestone_text (object *op)
2366{ 2699{
2367 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2702 time_t now = time (NULL);
2370 2703
2371 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2707 else
2375 sprintf (buf, "%s\n", op->name); 2708 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2710 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2712 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2713 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2716 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2721 strcat (buf2, buf);
2388 } 2722 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2725 strcat (buf2, buf);
2392 return buf2; 2726 return buf2;
2393} 2727}
2394 2728
2395 2729
2396 2730
2731void
2397void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2398 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2401 int i; 2737 int i;
2402 int rate_hp = 1200; 2738 int rate_hp = 1200;
2403 int rate_sp = 2500; 2739 int rate_sp = 2500;
2404 int rate_grace = 2000; 2740 int rate_grace = 2000;
2405 const int max_hp = 1; 2741 const int max_hp = 1;
2406 const int max_sp = 1; 2742 const int max_sp = 1;
2407 const int max_grace = 1; 2743 const int max_grace = 1;
2408 2744
2409 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2750 }
2415 2751
2416 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2417 2754
2418 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2759 else
2760 {
2423 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2763 }
2426 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2766 else
2767 {
2429 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2770 }
2432 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2773 else
2774 {
2435 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2777 }
2438 2778
2439 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) { 2783 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp++; 2784 {
2785 op->stats.sp++;
2444 /* dms do not consume food */ 2786 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2446 op->stats.food--; 2788 {
2789 op->stats.food--;
2447 if(op->contr->digestion<0) 2790 if (op->contr->digestion < 0)
2448 op->stats.food+=op->contr->digestion; 2791 op->stats.food += op->contr->digestion;
2449 else if(op->contr->digestion>0 && 2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food; 2793 op->stats.food = last_food;
2794 }
2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2452 } 2820 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2821
2473 /* Regenerate Grace */ 2822 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2824 if (--op->last_grace < 0)
2825 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2826 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2827 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) { 2828 if (max_grace > 1)
2829 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2831 if (over_grace > 0)
2481 op->stats.sp += over_grace 2832 {
2833 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2834 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2835 op->last_grace = 0;
2484 } else { 2836 }
2837 else
2838 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2839 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2486 } 2840 }
2487 } else { 2841 }
2842 else
2843 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2845 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2491 } 2847 }
2492 2848
2493 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2495 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2496 op->stats.hp++; 2853 {
2854 op->stats.hp++;
2497 /* dms do not consume food */ 2855 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2857 {
2858 op->stats.food--;
2500 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2862 op->stats.food = last_food;
2863 }
2864 }
2865 if (max_hp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2871 op->last_heal = 0;
2872 }
2873 else
2874 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2876 }
2877 }
2878 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 }
2505 } 2882 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2883
2521 /* Digestion */ 2884 /* Digestion */
2522 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2523#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2890#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2892#endif
2531 2893
2532 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2896 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2898 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2900 op->stats.food--;
2901 }
2539 } 2902 }
2540 2903
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2905 {
2542 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2543 2907
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2917 break;
2551 } 2918 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2920 flesh = tmp;
2554 } /* end of for loop */ 2921 } /* End if paid for object */
2922 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2923 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2924 * eat flesh instead.
2557 */ 2925 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2561 } 2930 }
2562 } /* end if player is starving */ 2931 } /* end if player is starving */
2563 2932
2564 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2566 2935
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2937 kill_player (op);
2569} 2938}
2570 2939
2571 2940
2572 2941
2573/* If the player should die (lack of hp, food, etc), we call this. 2942/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2943 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2944 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2945 * file.
2577 */ 2946 */
2947void
2578void kill_player(object *op) 2948kill_player (object *op)
2579{ 2949{
2580 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2581 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2583 int z; 2956 /* int z;
2584 int num_stats_lose; 2957 int num_stats_lose;
2585 int lost_a_stat; 2958 int lost_a_stat;
2586 int lose_this_stat; 2959 int lose_this_stat;
2587 int this_stat; 2960 int this_stat; */
2588 int will_kill_again; 2961 int will_kill_again;
2589 archetype *at; 2962 archetype *at;
2590 object *tmp; 2963 object *tmp;
2591 2964
2592 if(save_life(op)) 2965 if (save_life (op))
2593 return; 2966 return;
2594 2967
2595 2968
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2970 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2972 */
2600 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2602 "You have been defeated in combat!"); 2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2977
2605
2606 /* restore player */ 2978 /* restore player */
2607 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2981 if (tmp)
2982 {
2610 remove_ob(tmp); 2983 remove_ob (tmp);
2611 free_object(tmp); 2984 free_object (tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2986 }
2614 2987
2615 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2990 if (tmp)
2991 {
2618 remove_ob(tmp); 2992 remove_ob (tmp);
2619 free_object(tmp); 2993 free_object (tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2995 }
2622 2996
2623 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2626 3000 op->stats.food = 999;
3001
2627 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 3004 if (tmp != NULL)
2630 { 3005 {
2631 sprintf(buf,"%s's finger",op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 3007 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 3009 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 3011 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 3016 }
3017
2644 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 3020 op->contr->braced = 0;
2647 return; 3021 return;
2648 } 3022 }
2649 3023
2650 INVOKE_PLAYER (DEATH, op->contr); 3024 INVOKE_PLAYER (DEATH, op->contr);
2651 3025
2652 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2653 3027
2654 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2655 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3034 op->stats.food = 999;
2659 return; 3035 return;
2660 } 3036 }
2661 sprintf(buf,"%s starved to death.",op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2663 } 3041 {
2664 else {
2665 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2669 return; 3047 return;
2670 } 3048 }
2671 sprintf(buf,"%s died.",op->name); 3049 sprintf (buf, "%s died.", &op->name);
2672 } 3050 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3052
2675 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2677 3057
2678 3058
2679 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3062 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 3063 * See the config.h file for a little more in depth detail about this.
2683 */ 3064 */
2684 3065
2685 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3068 * of death.
2688 */ 3069 */
2689#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2691 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3074 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3075 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3078 little bit harder. */
2697 /* GD */ 3079 /* GD */
2698 if (settings.stat_loss_on_death) 3080 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1; 3081 num_stats_lose = 1;
2700 else 3082 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702 } else { 3084 }
3085 else
3086 {
2703 num_stats_lose = 1; 3087 num_stats_lose = 1;
2704 } 3088 }
2705 lost_a_stat = 0; 3089 lost_a_stat = 0;
2706 3090
2707 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2708 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2709 3094
2710 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
2711 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost.
2713 */
2714 change_attr_value(&(op->stats), i,-1);
2715 check_stat_bounds(&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1);
2717 check_stat_bounds(&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2719 lost_a_stat = 1;
2720 } else {
2721 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion");
2723 object *dep;
2724 3096 {
2725 dep = present_arch_in_ob(deparch,op); 3097 /* Pick a random stat and take a point off it. Tell the player
2726 if(!dep) { 3098 * what he lost.
2727 dep = arch_to_object(deparch); 3099 */
2728 insert_ob_in_ob(dep, op); 3100 change_attr_value (&(op->stats), i, -1);
2729 } 3101 check_stat_bounds (&(op->stats));
2730 lose_this_stat = 1; 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2731 if (settings.balanced_stat_loss) { 3103 check_stat_bounds (&(op->contr->orig_stats));
2732 /* GD */ 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2733 /* Get the stat that we're about to deplete. */ 3105 lost_a_stat = 1;
2734 this_stat = get_attr_value(&(dep->stats), i);
2735 if (this_stat < 0) {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat;
2738 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1)
2740 keep_chance = 1;
2741
2742 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2744 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 }
2756 }
2757 3106 }
2758 if (lose_this_stat) { 3107 else
3108 {
3109 /* deplete a stat */
3110 archetype *deparch = archetype::find ("depletion");
3111 object *dep;
3112
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 {
3116 dep = arch_to_object (deparch);
3117 insert_ob_in_ob (dep, op);
3118 }
3119 lose_this_stat = 1;
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0)
3126 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3158 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3159 * difference.
2765 */ 3160 */
2766 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2767 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3166 fix_player (op);
2771 lost_a_stat = 1; 3167 lost_a_stat = 1;
2772 } 3168 }
2773 } 3169 }
2774 } 3170 }
2775 } 3171 }
2776 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3173 if (!lost_a_stat)
2778 { 3174 {
2779 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2782 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting" 3181 else
2785 " you.", god); 3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2786 else 3183 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 }
2790#endif 3184#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 3186
2794 /* Put a gravestone up where the character 'almost' died. List the 3187 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 3188 * exp loss on the stone.
2796 */ 3189 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 3190 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 3191 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 3192 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 3193 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 3194 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3195 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);
2803 "who was killed\n" 3196 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 3197 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 3198 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 3199
2811 /**************************************/ 3200 /**************************************/
2812 /* */ 3201 /* */
2813 /* Subtract the experience points, */ 3202 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 3203 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 3204 /* food, and reset HP's... */
2816 /* */ 3205 /* */
3206
2817 /**************************************/ 3207 /**************************************/
2818 3208
2819 /* remove any poisoning and confusion the character may be suffering.*/ 3209 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 3210 /* restore player */
2821 at = find_archetype("poisoning"); 3211 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 3212 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 3213 if (tmp)
3214 {
2824 remove_ob(tmp); 3215 remove_ob (tmp);
2825 free_object(tmp); 3216 free_object (tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 3218 }
2828 3219
2829 at = find_archetype("confusion"); 3220 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 3221 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 3222 if (tmp)
3223 {
2832 remove_ob(tmp); 3224 remove_ob (tmp);
2833 free_object(tmp); 3225 free_object (tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 3227 }
2836 cure_disease(op,0); /* remove any disease */ 3228 cure_disease (op, 0); /* remove any disease */
2837 3229
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 3230 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 3231 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 3232 if (op->stats.food < 100)
3233 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 3234 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 3237
2845 /* 3238 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 3239 * Check to see if the player is in a shop. IF so, then check to see if
2847 * the player has any unpaid items. If so, remove them and put them back 3240 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 3241 * in the map.
2849 */ 3242 */
2850 3243
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3244 if (is_in_shop (op))
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op); 3245 remove_unpaid_objects (op->inv, op);
2854 break;
2855 }
2856 }
2857
2858 3246
2859 /****************************************/ 3247 /****************************************/
2860 /* */ 3248 /* */
2861 /* Move player to his current respawn- */ 3249 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */ 3250 /* position (usually last savebed) */
2863 /* */ 3251 /* */
3252
2864 /****************************************/ 3253 /****************************************/
2865 3254
2866 enter_player_savebed(op); 3255 enter_player_savebed (op);
2867 3256
2868 /* Save the player before inserting the force to reduce 3257 /* Save the player before inserting the force to reduce
2869 * chance of abuse. 3258 * chance of abuse.
2870 */ 3259 */
2871 op->contr->braced=0; 3260 op->contr->braced = 0;
2872 save_player(op,1); 3261 save_player (op, 1);
2873 3262
2874 /* it is possible that the player has blown something up 3263 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting 3264 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect 3265 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player. 3266 * on the space that might harm the player.
2878 */ 3267 */
2879 will_kill_again=0; 3268 will_kill_again = 0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
2881 if (tmp->type ==SPELL_EFFECT) 3271 if (tmp->type == SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype; 3272 will_kill_again |= tmp->attacktype;
2883 } 3273 }
2884 if (will_kill_again) { 3274 if (will_kill_again)
3275 {
2885 object *force; 3276 object *force;
2886 int at; 3277 int at;
2887 3278
2888 force=get_archetype(FORCE_NAME); 3279 force = get_archetype (FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */ 3280 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1; 3281 force->speed = 0.1;
2891 force->speed_left=-5.0; 3282 force->speed_left = -5.0;
2892 SET_FLAG(force, FLAG_APPLIED); 3283 SET_FLAG (force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) { 3284 for (at = 0; at < NROFATTACKS; at++)
3285 {
2894 if (will_kill_again & (1 << at)) 3286 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100; 3287 force->resist[at] = 100;
2896 } 3288 }
2897 insert_ob_in_ob(force, op); 3289 insert_ob_in_ob (force, op);
2898 fix_player(op); 3290 fix_player (op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907 3291
3292 }
3293
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2909 return; 3295 return;
2910 } /* NOT_PERMADETH */ 3296 } /* NOT_PERMADETH */
2911 else { 3297 else
3298 {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement. 3300 * should probably be embedded in an else statement.
2914 */ 3301 */
2915 3302
2916 op->contr->party=NULL; 3303 op->contr->party = NULL;
2917 if (settings.set_title == TRUE) 3304 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0'; 3305 op->contr->own_title[0] = '\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2920 check_score(op); 3307 check_score (op);
2921 if(op->contr->ranges[range_golem]!=NULL) { 3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
2922 remove_friendly_object(op->contr->ranges[range_golem]); 3310 remove_friendly_object (op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]); 3311 remove_ob (op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]); 3312 free_object (op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL; 3313 op->contr->ranges[range_golem] = NULL;
2926 op->contr->golem_count=0; 3314 op->contr->golem_count = 0;
2927 } 3315 }
2928 loot_object(op); /* Remove some of the items for good */ 3316 loot_object (op); /* Remove some of the items for good */
2929 remove_ob(op); 3317 remove_ob (op);
2930 op->direction=0; 3318 op->direction = 0;
2931 3319
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
2933 delete_character(op->name,0); 3322 delete_character (op->name, 0);
2934 if (settings.resurrection == TRUE) { 3323 if (settings.resurrection == TRUE)
3324 {
2935 /* save playerfile sans equipment when player dies 3325 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection 3326 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely 3327 ** type spells will work on them nicely
2938 */ 3328 */
2939 delete_character(op->name,0); 3329 delete_character (op->name, 0);
2940 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999; 3331 op->stats.food = 999;
2942 3332
2943 /* set the location of where the person will reappear when */ 3333 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */ 3334 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname); 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL) 3336 if (op->map != NULL)
2947 op->map = NULL; 3337 op->map = NULL;
2948 op->x = settings.emergency_x; 3338 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y; 3339 op->y = settings.emergency_y;
2950 save_player(op,0); 3340 save_player (op, 0);
2951 op->map = map; 3341 op->map = map;
2952 /* please see resurrection.c: peterm */ 3342 /* please see resurrection.c: peterm */
2953 dead_player(op); 3343 dead_player (op);
2954 } else { 3344 }
3345 else
2955 delete_character(op->name,1); 3346 delete_character (op->name, 1);
2956 } 3347 }
2957 } 3348
2958 play_again(op); 3349 play_again (op);
2959 3350
2960 /* peterm: added to create a corpse at deathsite. */ 3351 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl")); 3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
2962 sprintf(buf,"%s", op->name); 3353 sprintf (buf, "%s", &op->name);
2963 FREE_AND_COPY(tmp->name, buf); 3354 tmp->name = tmp->name_pl = buf;
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level; 3355 tmp->level = op->level;
2966 tmp->x=x;tmp->y=y; 3356 tmp->x = x;
2967 if (tmp->msg) 3357 tmp->y = y;
2968 free_string(tmp->msg); 3358 tmp->msg = gravestone_text (op);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE); 3359 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0); 3360 insert_ob_in_map (tmp, map, NULL, 0);
2972 } 3361 }
2973} 3362}
2974 3363
2975 3364
2976void loot_object(object *op) { /* Grab and destroy some treasure */ 3365void
3366loot_object (object *op)
3367{ /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next; 3368 object *tmp, *tmp2, *next;
2978 3369
2979 if (op->container) { /* close open sack first */ 3370 if (op->container)
3371 { /* close open sack first */
2980 esrv_apply_container (op, op->container); 3372 esrv_apply_container (op, op->container);
2981 } 3373 }
2982 3374
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3375 for (tmp = op->inv; tmp != NULL; tmp = next)
3376 {
2984 next=tmp->below; 3377 next = tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3378 if (tmp->type == EXPERIENCE || tmp->invisible)
3379 continue;
2986 remove_ob(tmp); 3380 remove_ob (tmp);
2987 tmp->x=op->x,tmp->y=op->y; 3381 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */ 3382 if (tmp->type == CONTAINER)
2989 loot_object(tmp); 3383 { /* empty container to ground */
2990 } 3384 loot_object (tmp);
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3385 }
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 {
2993 if(tmp->nrof>1) { 3388 if (tmp->nrof > 1)
3389 {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2995 free_object(tmp2); 3391 free_object (tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 }
3394 else
3395 free_object (tmp);
3396 }
2997 } else 3397 else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0); 3398 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 3399 }
3002} 3400}
3003 3401
3004/* 3402/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 3404 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 3405 * was changed.
3008 */ 3406 */
3009 3407
3408void
3010void fix_weight(void) { 3409fix_weight (void)
3410{
3011 player *pl; 3411 player *pl;
3412
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
3014 if(old == sum) 3417 if (old == sum)
3015 continue; 3418 continue;
3016 fix_player(pl->ob); 3419 fix_player (pl->ob);
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3421 }
3020} 3422}
3021 3423
3424void
3022void fix_luck(void) { 3425fix_luck (void)
3426{
3023 player *pl; 3427 player *pl;
3428
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3025 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3026 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3027} 3432}
3028 3433
3029 3434
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3033 */ 3438 */
3034 3439
3035void 3440void
3036cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3037{ 3442{
3038 object *skop, *spob; 3443 object *skop, *spob;
3039 3444
3040 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3041 3446
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3449 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3450 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3451 return;
3048 } 3452 }
3049 3453
3050 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3051 3455
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3456 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3457 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3459 if (!spob)
3056 { 3460 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3461 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3462 return;
3060 } 3463 }
3061 3464
3062 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3467
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3468 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3469
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3068 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3069 free_object (throw_ob); 3472 free_object (throw_ob);
3070} 3473}
3071 3474
3475void
3072void make_visible (object *op) { 3476make_visible (object *op)
3477{
3073 op->hide = 0; 3478 op->hide = 0;
3074 op->invisible = 0; 3479 op->invisible = 0;
3075 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3076 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3483 op->contr->invis_race = 0;
3078 } 3484 }
3079 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3080} 3486}
3081 3487
3488int
3082int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3083 object *tmp=NULL; 3491 object *tmp = NULL;
3084 3492
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3086 3495
3087 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3091 return 0; 3501 return 0;
3092} 3502}
3093 3503
3094/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3506 * indicate greater hideability.
3097 */ 3507 */
3098 3508
3509int
3099int hideability(object *ob) { 3510hideability (object *ob)
3511{
3100 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3101 sint16 x,y; 3513 sint16 x, y;
3102 3514
3103 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3104 3517
3105 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3107 3520
3108 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3522 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3112 3526
3113 /* scan through all nearby squares for terrain to hide in */ 3527 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3528 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3536 level += 2;
3119 else /* open terrain! */ 3537 else /* open terrain! */
3120 level -= 1; 3538 level -= 1;
3121 } 3539 }
3122 3540
3123#if 0 3541#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3543#endif
3126 return level; 3544 return level;
3127} 3545}
3128 3546
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3551 */
3134 3552
3553void
3135void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3557 object *skop;
3138 3558
3139 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3140 3561
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3563
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3564 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3145 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 3570 make_visible (op);
3148 return; 3571 return;
3149 } else num += 20; 3572 }
3573 else
3574 num += 20;
3150 } 3575 }
3151 num += op->map->difficulty; 3576 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3578 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3155 make_visible(op); 3581 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3584 }
3159 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 } 3588 }
3162} 3589}
3163 3590
3164/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3165 3592
3593int
3166int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3167 object *tmp=NULL; 3596 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3598 maptile *m;
3170 sint16 x,y; 3599 sint16 x, y;
3171 3600
3172 if(!who) return 0; 3601 if (!who)
3173
3174 if(who->type==PLAYER) player=1;
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3176
3177 /* search adjacent squares */
3178 for(i=1;i<9;i++) {
3179 x = who->x+freearr_x[i];
3180 y = who->y+freearr_y[i];
3181 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space.
3185 */
3186 if (mflags & P_OUT_OF_MAP) continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3188
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3190 if((player||friendly)
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0; 3602 return 0;
3603
3604 if (who->type == PLAYER)
3605 player = 1;
3606
3607 else
3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3609
3610 /* search adjacent squares */
3611 for (i = 1; i < 9; i++)
3612 {
3613 x = who->x + freearr_x[i];
3614 y = who->y + freearr_y[i];
3615 m = who->map;
3616 mflags = get_map_flags (m, &m, x, y, &x, &y);
3617 /* space must be blocked if there is a monster. If not
3618 * blocked, don't need to check this space.
3619 */
3620 if (mflags & P_OUT_OF_MAP)
3621 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue;
3624
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3626 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1;
3629 else if (tmp->type == PLAYER)
3630 {
3631 /*don't let a hidden DM prevent you from hiding */
3632 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3633 return 1;
3634 }
3635 }
3636 }
3637 return 0;
3202} 3638}
3203 3639
3204/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3642 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3649 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3650 * -b.t.
3215 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3216 */ 3652 */
3217 3653
3654int
3218int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3219 rv_vector rv; 3657 rv_vector rv;
3220 int dx,dy; 3658 int dx, dy;
3221 3659
3222 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1;
3225 }
3226 if (!pl || !op) return 0;
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1; 3663 return -1;
3249 op = op->more;
3250 } 3664 }
3665 if (!pl || !op)
3251 return 0; 3666 return 0;
3667
3668 if (op->head)
3669 {
3670 op = op->head;
3671 }
3672 get_rangevector (pl, op, &rv, 0x1);
3673
3674 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any
3676 * part that is in the los array but isnt on
3677 * a blocked los square.
3678 * we use the archetype to figure out offsets.
3679 */
3680 while (op)
3681 {
3682 dx = rv.distance_x + op->arch->clone.x;
3683 dy = rv.distance_y + op->arch->clone.y;
3684
3685 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values.
3688 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3692 return 1;
3693 op = op->more;
3694 }
3695 return 0;
3252} 3696}
3253 3697
3254/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3702 * return 0.
3259 */ 3703 */
3704int
3260int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3261 3707
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3711 return 0;
3265 3712
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3267 3715
3268 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3720 return 1;
3272 } 3721 }
3273 } 3722 }
3274 return 0; 3723 return 0;
3275} 3724}
3276 3725
3277/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3729 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3730 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3731 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3732 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3733 */
3734int
3285int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3286 object *tmp; 3737 object *tmp;
3287 3738
3288 /* A battleground-tile needs the following attributes to be valid: 3739 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 {
3301 object *invtmp; 3755 object *invtmp;
3756
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3761 if (x != NULL && y != NULL)
3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3763 return 1;
3764 }
3765 }
3766 }
3305 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3307 return 1; 3769 return 1;
3308 } 3770 }
3309 } 3771 }
3310 }
3311 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3313 return 1;
3314 } 3772 }
3315 }
3316 }
3317 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3318 return 0; 3774 return 0;
3319} 3775}
3320 3776
3321/* 3777/*
3325 * attributes: 3781 * attributes:
3326 * object *who the dragon player 3782 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3328 * int level ability level 3784 * int level ability level
3329 */ 3785 */
3786void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3794 int i = 0, j = 0;
3337 3795
3338 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3347 3805
3348 if (trlist == NULL || who->type != PLAYER) 3806 if (trlist == NULL || who->type != PLAYER)
3349 return; 3807 return;
3350 3808
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352 tr = tr->next, i++); 3810
3353
3354 if (tr == NULL || tr->item == NULL) { 3811 if (tr == NULL || tr->item == NULL)
3812 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return; 3814 return;
3357 } 3815 }
3358 3816
3359 /* everything seems okay - now bring on the gift: */ 3817 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3818 item = &(tr->item->clone);
3361 3819
3362 if (item->type == SPELL) { 3820 if (item->type == SPELL)
3821 {
3363 if (check_spell_known (who, item->name)) 3822 if (check_spell_known (who, item->name))
3364 return; 3823 return;
3365 3824
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3825 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3367 do_learn_spell (who, item, 0); 3826 do_learn_spell (who, item, 0);
3368 return; 3827 return;
3369 } 3828 }
3370 3829
3371 /* grant direct spell */ 3830 /* grant direct spell */
3372 if (item->type == SPELLBOOK) { 3831 if (item->type == SPELLBOOK)
3832 {
3373 if (!item->inv) { 3833 if (!item->inv)
3834 {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3835 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 item->name);
3376 return; 3836 return;
3377 } 3837 }
3378 if (check_spell_known (who, item->inv->name)) 3838 if (check_spell_known (who, item->inv->name))
3379 return; 3839 return;
3380 if (item->invisible) { 3840 if (item->invisible)
3841 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3842 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3843 do_learn_spell (who, item->inv, 0);
3383 return; 3844 return;
3384 } 3845 }
3385 } 3846 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3849 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3850 {
3388 3851
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3853 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3854 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3393 */ 3856 */
3394 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3395 /* Give new attacktype */ 3859 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3397 3861
3398 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3400 3864
3401 if (item->msg != NULL) 3865 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3867
3404 /* Give player new face */ 3868 /* Give player new face */
3405 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3406 who->face = skop->face; 3871 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3874 who->last_anim = 0;
3410 who->state = 0; 3875 who->state = 0;
3411 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3412 } 3877 }
3878 }
3879 }
3413 } 3880 }
3414 }
3415 }
3416 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3417 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3884 object *skin;
3885
3419 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3421 skin=skin->below); 3888 if (skin == NULL)
3422 if (skin == NULL) return; 3889 return;
3423 3890
3424 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3895
3428 /* print message */ 3896 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3431 if(item->path_attuned & (1<<i)) { 3899 {
3432 if (j) 3900 if (item->path_attuned & (1 << i))
3433 strcat(buf," and "); 3901 {
3434 else 3902 if (j)
3435 j = 1; 3903 strcat (buf, " and ");
3904 else
3905 j = 1;
3436 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3437 } 3907 }
3438 } 3908 }
3439 strcat(buf,"."); 3909 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3911 }
3442 3912
3443 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3920
3451 /* print message if there is one */ 3921 /* print message if there is one */
3452 if (item->msg != NULL) 3922 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3923 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3924 }
3925 else
3454 } 3926 {
3455 else {
3456 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3929 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3930 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3462 } 3933 }
3463} 3934}
3464 3935
3465/** 3936/**
3466 * Unready an object for a player. This function does nothing if the object was 3937 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3938 * not readied.
3468 */ 3939 */
3940void
3469void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3470 rangetype i; 3943 rangetype i;
3471 3944
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3946 {
3473 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3474 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3475 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3476 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3477 } 3953 }
3478 } 3954 }
3479 } 3955 }
3480} 3956}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines