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 1.2 by elmex, Tue Aug 15 16:19:55 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 1.2 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
188 return 1; 196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 player *tmp; 217 {
218 p = new player;
208 219
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 221 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
217 * 'who'. 224 * 'who'.
218 */ 225 */
219 tmp=first_player; 226 player *tmp = first_player;
227
220 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 229 tmp = tmp->next;
222 if(tmp!=NULL) 230 if (tmp != NULL)
223 tmp->next=p; 231 tmp->next = p;
224 else 232 else
225 first_player=p; 233 first_player = p;
226 234
227 p->next = NULL; 235 p->next = NULL;
228 } 236 }
229 237
230 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
231 * for next and socket. 239 * for next and socket.
232 */ 240 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 241 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 242
236 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 244 * we deal with that below this point.
238 */ 245 */
239 p->party=NULL; 246 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 250 p->Swap_First = -1;
244 251
245#ifdef AUTOSAVE 252#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
247#endif 254#endif
248 255
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 257
251 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 259 p->ob = op;
253 op->speed_left=0.5; 260 op->speed_left = 0.5;
254 op->speed=1.0; 261 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 263 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 266
260 roll_stats(op); 267 roll_stats (op);
261 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
262 clear_los(op); 269 clear_los (op);
263 270
264 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
265 p->last_speed= -1; 272 p->last_speed = -1;
266 p->shoottype=range_none; 273 p->shoottype = range_none;
267 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 275 p->petmode = pet_normal;
269 p->listening=10; 276 p->listening = 10;
270 p->usekeys=containers; 277 p->usekeys = containers;
271 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 280 p->do_los = 1;
274 p->explore=0; 281 p->explore = 0;
275 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
276 283
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
280 286
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 288
283 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
286 * at zero. 292 * at zero.
287 */ 293 */
288 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
289 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
291 } 298 }
292 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
293 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
294 } 302 }
295 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
297 305
298 p->socket.update_look=0; 306 p->socket.update_look = 0;
299 p->socket.look_position=0; 307 p->socket.look_position = 0;
300 return p; 308 return p;
301} 309}
302
303 310
304/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
305static void set_first_map(object *op) 313set_first_map (object *op)
306{ 314{
307 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 316 op->x = -1;
309 op->y = -1; 317 op->y = -1;
310 enter_exit(op, NULL); 318 enter_exit (op, NULL);
311} 319}
312 320
313/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
315 * mode. 323 * mode.
316 */ 324 */
317 325
326int
318int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
319 player *p; 329 player *p;
320 330
321 p=get_player(NULL); 331 p = get_player (NULL);
322 p->socket = *ns; 332 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
324 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
326 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));
327 /* 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.
328 * 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
329 * on the uncoming socket. 341 * on the uncoming socket.
330 */ 342 */
331 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 344 set_first_map (p->ob);
333 345
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
336 send_rules(p->ob); 348 send_rules (p->ob);
337 send_news(p->ob); 349 send_news (p->ob);
338 display_motd(p->ob); 350 display_motd (p->ob);
339 get_name(p->ob); 351 get_name (p->ob);
352
340 return 0; 353 return 0;
341} 354}
342 355
343/* 356/*
344 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
347 */ 360 */
361archetype *
348archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
349{ 363{
350 archetype *start = at; 364 archetype *start = at;
365
351 for (;;) { 366 for (;;)
367 {
352 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
353 at=first_archetype; 369 at = first_archetype;
354 else 370 else
355 at=at->next; 371 at = at->next;
356 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
357 return at; 373 return at;
358 if (at == start) { 374 if (at == start)
375 {
359 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 377 exit (-1);
361 } 378 }
362 } 379 }
363} 380}
364 381
365 382
383object *
366object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
367 object *op = NULL; 386 object *op = NULL;
368 player *pl = NULL; 387 player *pl = NULL;
369 objectlink *ol; 388 objectlink *ol;
370 unsigned lastdist; 389 unsigned lastdist;
371 rv_vector rv; 390 rv_vector rv;
372 391
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
378 */ 398 */
379 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 {
380 object *tmp=ol->ob; 401 object *tmp = ol->ob;
381 402
382 /* 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
383 * itself will have been cleared. 404 * itself will have been cleared.
384 */ 405 */
385 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");
386 ol = ol->next; 407 ol = ol->next;
387 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
388 if (!ol) return op; 409 if (!ol)
389 } 410 return op;
411 }
390 412
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 415 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 416 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
397 */ 419 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 421 continue;
400 422
401 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
402 op=ol->ob; 425 op = ol->ob;
403 lastdist=rv.distance; 426 lastdist = rv.distance;
404 } 427 }
405 } 428 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
408 433
409 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
410 op=pl->ob; 435 {
411 lastdist=rv.distance; 436 op = pl->ob;
412 } 437 lastdist = rv.distance;
413 } 438 }
439 }
414 } 440 }
415#if 0 441#if 0
416 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)");
417#endif 443#endif
418 return op; 444 return op;
419} 445}
420 446
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 486 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 487 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 488 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 489 * is blocking itself.
464 */ 490 */
491int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
466 rv_vector rv; 494 rv_vector rv;
467 sint16 x,y; 495 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
470 498
471 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
472 500
473 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 502 return 0;
726}
727 503
728void 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];
729 520
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{
730 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';
731 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
732 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:");
733} 799}
734 800
801void
735void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
736 if (party == NULL) { 804 if (party == NULL)
805 {
737 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);
738 return; 807 return;
739 } 808 }
740 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
743 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:");
744} 813}
745 814
746 815
747/* 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
748int roll_stat(void) { 818roll_stat (void)
819{
749 int a[4],i,j,k; 820 int a[4], i, j, k;
750 821
751 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
753 824
754 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 826 if (a[i] < k)
756 k=a[i],j=i; 827 k = a[i], j = i;
757 828
758 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 830 {
831 if (i != j)
832 k += a[i];
833 }
762 return k; 834 return k;
763} 835}
764 836
837void
765void roll_stats(object *op) { 838roll_stats (object *op)
839{
766 int sum=0; 840 int sum = 0;
767 int i = 0, j = 0; 841 int i = 0, j = 0;
768 int statsort[7]; 842 int statsort[7];
769 843
844 do
770 do { 845 {
771 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
778 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;
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 854 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
782 856
783 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
791 865
792 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
793 do { 868 {
794 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
795 j = statsort[i]; 871 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 873 statsort[i + 1] = j;
798 i = 0; 874 i = 0;
799 } else { 875 }
800 i++; 876 else
801 } 877 {
878 i++;
879 }
880 }
802 } while (i < 6); 881 while (i < 6);
803 882
804 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
811 890
812 891
813 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
820 899
821 op->level=1; 900 op->level = 1;
822 op->stats.exp=0; 901 op->stats.exp = 0;
823 op->stats.ac=0; 902 op->stats.ac = 0;
824 903
825 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
828 907
829 fix_player(op); 908 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
834} 913}
835 914
915void
836void Roll_Again(object *op) 916Roll_Again (object *op)
837{ 917{
838 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 921}
841 922
923void
842void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
843{ 925{
844 signed char tmp; 926 signed char tmp;
845 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
846 928
847 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
848 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?!?!!!");
849 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,");
850 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");
851 return; 934 return;
852 } 935 }
853 936
854 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);
855 938
856 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));
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 940
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 942
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 952 op->stats.ac = 0;
871 953
872 op->level=1; 954 op->level = 1;
873 op->stats.exp=0; 955 op->stats.exp = 0;
874 op->stats.ac=0; 956 op->stats.ac = 0;
875 957
876 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
879 961
880 fix_player(op); 962 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
886} 968}
887 969
888 970
889/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
892 * 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
893 * 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
894 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
895 */ 977 */
978int
896int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
897{ 980{
898 int keynum = key -'0'; 981 int keynum = key - '0';
899 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
900 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 };
901 984
902 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
903 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
904 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 992 }
908 else 993 else
909 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
910 995
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 997 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 } 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 }
922 1010
923#if 0 1011#if 0
924 /* So that enter_exit will put us at startx/starty */ 1012 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 1013 op->x = -1;
926 1014
927 enter_exit(op,NULL); 1015 enter_exit (op, NULL);
928#endif 1016#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 1017 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 1018 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 1019 add_statbonus (op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 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");
933 op->contr->state = ST_CHANGE_CLASS; 1022 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 1023 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 1025 return 0;
937 } 1026 }
938 case 'y': 1027 case 'y':
939 case 'Y': 1028 case 'Y':
940 roll_stats(op); 1029 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1031 return 1;
943 1032
944 case 'q': 1033 case 'q':
945 case 'Q': 1034 case 'Q':
946 play_again(op); 1035 play_again (op);
947 return 1; 1036 return 1;
948 1037
949 default: 1038 default:
950 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?");
951 return 0; 1040 return 0;
952 } 1041 }
953 return 0; 1042 return 0;
954} 1043}
955 1044
956/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
960 * not the class. 1049 * not the class.
961 */ 1050 */
962 1051
1052int
963int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
964{ 1054{
965 int tmp_loop; 1055 int tmp_loop;
966 1056
967 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
968 remove_ob(op); 1059 remove_ob (op);
969 play_again(op); 1060 play_again (op);
970 return 0; 1061 return 0;
971 } 1062 }
972 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
973 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
974 1066
975 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
978 1070
979 /* Lauwenmark : Here we handle the BORN global event */ 1071 INVOKE_PLAYER (BIRTH, op->contr);
980 execute_global_event(EVENT_BORN, op); 1072 INVOKE_PLAYER (LOGIN, op->contr);
981 1073
982 /* Lauwenmark : We then generate a LOGIN event */
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
984 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
985 1075
986 if (op->msg) { 1076 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 1077 op->msg = NULL;
989 }
990 1078
991 /* 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
992 * to save here. 1080 * to save here.
993 */ 1081 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 1083 make_path_to_file (buf);
996 1084
997#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
999#endif 1087#endif
1000 start_info(op); 1088 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 1091 link_player_skills (op);
1004 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1005 fix_player(op); 1093 fix_player (op);
1006 1094
1007 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1008 * is one for this race 1096 * is one for this race
1009 */ 1097 */
1010 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1011 object *tmp; 1100 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1015 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 1104 tmp = get_object ();
1017 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1020 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;
1021 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1022 * default initial map */ 1110 * default initial map */
1023 free_object(tmp); 1111 free_object (tmp);
1112 }
1024 } else { 1113 else
1114 {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 1116 }
1027 return 0; 1117 return 0;
1028 } 1118 }
1029 1119
1030 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1032 */ 1122 */
1033 1123
1034 tmp_loop = 0; 1124 tmp_loop = 0;
1035 while(!tmp_loop) { 1125 while (!tmp_loop)
1036 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1037 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1038 remove_statbonus(op); 1130 remove_statbonus (op);
1039 remove_ob (op); 1131 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1134 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1136 op->name = op->name_pl = name;
1044 op->name = name; 1137 op->x = x;
1045 free_string(op->name_pl); 1138 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1142 add_statbonus (op);
1054 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1144 }
1145
1058 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 1148 fix_player (op);
1061 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1064 if (op->msg) 1153 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1066 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");
1067 return 0; 1157 return 0;
1068} 1158}
1069 1159
1160int
1070int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1071{ 1162{
1072 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1073 1164
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1075 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1169 return 1;
1078 } 1170 }
1079 1171
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1082 terminate_all_pets(op); 1175 terminate_all_pets (op);
1083 leave_map(op); 1176 leave_map (op);
1084 op->direction=0; 1177 op->direction = 0;
1085 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);
1086 "%s quits the game.",op->name);
1087 1179
1088 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1181 check_score (op);
1090 op->contr->party=NULL; 1182 op->contr->party = NULL;
1091 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1093 1185
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1095 mapstruct *mp, *next; 1187 {
1188 maptile *mp, *next;
1096 1189
1097 /* 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
1098 * 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,
1099 * 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
1100 */ 1193 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1103 next = mp->next; 1197 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1105 delete_map(mp); 1199 delete_map (mp);
1106 } 1200 }
1107 1201
1108 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1109 } 1203 }
1204
1110 play_again(op); 1205 play_again (op);
1111 return 1; 1206 return 1;
1112} 1207}
1113 1208
1209void
1114void flee_player(object *op) { 1210flee_player (object *op)
1211{
1115 int dir,diff; 1212 int dir, diff;
1116 rv_vector rv; 1213 rv_vector rv;
1117 1214
1118 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1219 return;
1122 } 1220 }
1123 1221
1124 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1226 return;
1128 } 1227 }
1129 1228
1130 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1133 */ 1232 */
1134 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1236 op->enemy = NULL;
1137 return; 1237 return;
1138 } 1238 }
1139 1239
1140 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 {
1141 op->enemy=NULL; 1242 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1244 return;
1144 } 1245 }
1145 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1146 1247
1147 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 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 }
1155 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1260 op->enemy = NULL;
1158} 1261}
1159 1262
1160 1263
1161/* 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.
1162 * 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
1163 * stop. 1266 * stop.
1164 */ 1267 */
1268int
1165int check_pick(object *op) { 1269check_pick (object *op)
1270{
1166 object *tmp, *next; 1271 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1272 int stop = 0;
1169 int j, k, wvratio; 1273 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1171 1275
1172
1173 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1175 return 1; 1278 return 1;
1176 1279
1177 op_tag = op->count;
1178
1179 next = op->below; 1280 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1281
1183 /* 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
1184 * destroyed */ 1283 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1186 { 1285 {
1187 tmp = next; 1286 tmp = next;
1188 next = tmp->below; 1287 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1288
1192 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1193 return 0; 1290 return 0;
1194 1291
1195 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1196 continue; 1293 continue;
1197 1294
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1296 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1298 pick_up (op, tmp);
1202 continue; 1299 continue;
1203 } 1300 }
1204 1301
1205 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1207 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1306 {
1209 case 1: pick_up (op, tmp); 1307 case 0:
1210 return 1; 1308 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1309 case 1:
1212 return 0; 1310 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1311 return 1;
1214 case 4: pick_up (op, tmp); 1312 case 2:
1215 break; 1313 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1314 return 0;
1217 stop = 1; 1315 case 3:
1218 break; 1316 return 0; /* stop before pickup */
1219 case 6: 1317 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1318 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1319 break;
1222 pick_up(op, tmp); 1320 case 5:
1223 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;
1224 1328
1225 case 7: 1329 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1331 pick_up (op, tmp);
1228 break; 1332 break;
1229 1333
1230 default: 1334 default:
1231 /* use value density */ 1335 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1338 pick_up (op, tmp);
1235 >= op->contr->mode) 1339 }
1236 pick_up(op,tmp); 1340 }
1237 } 1341 else
1238 } 1342 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1343 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1344 if (op->contr->mode & PU_DEBUG)
1242 { 1345 {
1243 /* some debugging code to figure out item information */ 1346 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1347 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1350 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 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))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1253 1354
1254 sprintf(putstring,"...flags: "); 1355 sprintf (putstring, "...flags: ");
1255 for(k=0;k<4;k++) 1356 for (k = 0; k < 4; k++)
1256 { 1357 {
1257 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1258 { 1359 {
1259 if((tmp->flags[k]>>j)&0x01) 1360 if ((tmp->flags[k] >> j) & 0x01)
1260 { 1361 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1362 sprintf (tmpstr, "%d ", k * 32 + j);
1262 strcat(putstring, tmpstr); 1363 strcat (putstring, tmpstr);
1263 } 1364 }
1264 } 1365 }
1265 } 1366 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1267 1368
1268#if 0 1369#if 0
1269 /* print the flags too */ 1370 /* print the flags too */
1270 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1271 { 1372 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1273 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1274 { 1375 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1277 } 1378 fprintf (stderr, " ");
1379 }
1278 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1279 } 1381 }
1280#endif 1382#endif
1281 } 1383 }
1282 /* philosophy: 1384 /* philosophy:
1283 * 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
1284 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1286 * 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
1287 * example. 1389 * example.
1288 * 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
1289 * 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
1290 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1291 */ 1393 */
1292 1394
1293 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1296 1398
1297 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1298 1400
1299 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1300 1403
1301 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 1406 * anything up */
1304 1407
1305 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1306 1410
1307 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1308 /* 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
1309 * fighting */ 1413 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1311 1416
1312 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1314 1420
1315 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1316 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;
1317 1424
1318 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1322 { 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 }
1323 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1324 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)))
1325 { 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 }
1326 1443
1327 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1329 { 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 }
1330 1452
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1334 { 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 }
1335 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1337 { 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 }
1338 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { 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 }
1341 1478
1342 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { 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 }
1346 1488
1347 /* pick up all magical items */ 1489 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1349 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))
1350 { 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 }
1351 1498
1352 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1353 { 1500 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1356 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1357 1509
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1361 { 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 }
1362 1519
1363 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1366 { 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 }
1367 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1369 { 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 }
1370 1537
1371 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1374 { 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 }
1375 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1377 { 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 }
1378 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1380 { 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 }
1381 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1383 { 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 }
1384 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1386 { 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 }
1387 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1389 { 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 }
1390 1587
1391 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { 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 }
1395 1597
1396 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1600 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1602 {
1401 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 &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1404 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1613 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 pick_up (op, tmp);
1410 } 1617 if (0)
1411 } 1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1412 1623
1413 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { 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 }
1417 1633
1418 /* 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
1419 * pickups */ 1635 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1421 { 1637 {
1422 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1424 /* >=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
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 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)
1428 { 1644 {
1429 pick_up(op, tmp); 1645 pick_up (op, tmp);
1430#if 0 1646#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1433 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1434 } 1651 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1652 else
1653 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1437 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))));
1438#endif 1656#endif
1439 continue; 1657 continue;
1440 } 1658 }
1659 }
1660 } /* the new pickup model */
1441 } 1661 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1662 return !stop;
1445} 1663}
1446 1664
1447/* 1665/*
1448 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1668 * found object is returned.
1451 */ 1669 */
1670object *
1452object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1453{ 1672{
1454 object *tmp = NULL; 1673 object *tmp = NULL;
1455 1674
1456 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1677 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1461 return op; 1679 return op;
1462 return tmp; 1680 return tmp;
1463} 1681}
1464 1682
1465/* 1683/*
1466 * 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
1467 * 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
1468 * 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
1469 * 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.
1470 */ 1688 */
1471 1689
1690object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1692{
1474 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1476 1695
1477 if (!type) 1696 if (!type)
1478 return NULL; 1697 return NULL;
1479 1698
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1702 {
1703 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1705 if (i > betterby)
1486 tmp = ntmp; 1706 {
1487 betterby = i; 1707 tmp = ntmp;
1488 } 1708 betterby = i;
1709 }
1710 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1490 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1715 {
1493 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1717 {
1495 return arrow; 1718 *better = 100;
1496 } else { 1719 return arrow;
1497 tmp = arrow; 1720 }
1721 else
1722 {
1723 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1724 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1725 }
1500 } else { 1726 }
1727 else
1728 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 {
1502 attacktype = 1<<attacknum; 1731 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1734 {
1735 tmp = arrow;
1506 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;
1507 } 1737 }
1508 } 1738 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1740 {
1741 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1742 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1743 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1745 {
1746 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1747 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1748 }
1749 }
1750 }
1517 } 1751 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1753 return find_arrow (op, type);
1522 1754
1523 *better = betterby; 1755 *better = betterby;
1524 return tmp; 1756 return tmp;
1525} 1757}
1526 1758
1527/* 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
1528 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1761 * op = the shooter
1530 * type = bow->race 1762 * type = bow->race
1531 * dir = fire direction 1763 * dir = fire direction
1532 */ 1764 */
1533 1765
1766object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1535{ 1768{
1536 object *tmp = NULL; 1769 object *tmp = NULL;
1537 mapstruct *m; 1770 maptile *m;
1538 int i, mflags, found, number; 1771 int i, mflags, found, number;
1539 sint16 x, y; 1772 sint16 x, y;
1540 1773
1541 if (op->map == NULL) 1774 if (op->map == NULL)
1542 return find_arrow(op, type); 1775 return find_arrow (op, type);
1543 1776
1544 /* do a dex check */ 1777 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1780 return find_arrow (op, type);
1548 1781
1549 m = op->map; 1782 m = op->map;
1550 x = op->x; 1783 x = op->x;
1551 y = op->y; 1784 y = op->y;
1552 1785
1553 /* find the first target */ 1786 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1555 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1559 tmp = NULL; 1794 tmp = NULL;
1560 break; 1795 break;
1796 }
1561 } 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 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1800 * perhaps a bad assumption.
1564 */ 1801 */
1565 tmp = NULL; 1802 tmp = NULL;
1566 break; 1803 break;
1567 } 1804 }
1568 if (mflags & P_IS_ALIVE) { 1805 if (mflags & P_IS_ALIVE)
1806 {
1569 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)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1808 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1809 {
1572 break; 1810 found++;
1573 } 1811 break;
1812 }
1574 if (found) 1813 if (found)
1575 break; 1814 break;
1576 } 1815 }
1577 } 1816 }
1578 if (tmp == NULL) 1817 if (tmp == NULL)
1579 return find_arrow(op, type); 1818 return find_arrow (op, type);
1580 1819
1581 if (tmp->head) 1820 if (tmp->head)
1582 tmp = tmp->head; 1821 tmp = tmp->head;
1583 1822
1584 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1585} 1824}
1586 1825
1587/* 1826/*
1588 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1831 * dir is the direction of fire.
1593 * 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)
1594 * 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
1595 * player fire modes. 1834 * player fire modes.
1596 */ 1835 */
1836int
1597int 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)
1598 sint16 sx, sint16 sy)
1599{ 1838{
1600 object *left, *bow; 1839 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1840 int bowspeed, mflags;
1603 mapstruct *m; 1841 maptile *m;
1604 1842
1605 if (!dir) { 1843 if (!dir)
1844 {
1606 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!");
1607 return 0; 1846 return 0;
1608 } 1847 }
1609 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1611 else { 1850 else
1851 {
1612 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1615 */ 1855 */
1616 if(bow->type==BOW) 1856 if (bow->type == BOW)
1617 break; 1857 break;
1618 1858
1619 if (!bow) { 1859 if (!bow)
1860 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1862 return 0;
1622 } 1863 }
1623 } 1864 }
1624 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1625 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);
1626 return 0; 1868 return 0;
1627 } 1869 }
1628 1870
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1872
1631 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1) 1876 if (bowspeed < 1)
1635 bowspeed = 1; 1877 bowspeed = 1;
1636 1878
1637 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1639 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1886 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1888 return 0;
1646 } 1889 }
1647 } 1890 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1650 return 0;
1651 } 1893 {
1894 return 0;
1895 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1653 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.");
1654 return 0; 1899 return 0;
1655 } 1900 }
1656 1901
1657 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1659 remove_ob(arrow); 1905 remove_ob (arrow);
1660 free_object(arrow); 1906 free_object (arrow);
1661 return 0; 1907 return 0;
1662 } 1908 }
1663 1909
1664 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1668 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);
1669 bow->race); 1915 return 0;
1670 return 0;
1671 } 1916 }
1672 set_owner(arrow, op); 1917 set_owner (arrow, op);
1673 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill); 1918 arrow->skill = bow->skill;
1675 1919
1676 arrow->direction=dir; 1920 arrow->direction = dir;
1677 arrow->x = sx; 1921 arrow->x = sx;
1678 arrow->y = sy; 1922 arrow->y = sy;
1679 1923
1680 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1927 fix_player (op);
1683 } 1928 }
1684 1929
1685 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1691 1936
1692 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1693 * 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.
1694 */ 1939 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 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
1700 /* update the speed */ 1943 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 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;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1946
1706 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1710 1951
1711 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 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;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1957
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1959 }
1960 else
1961 {
1719 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;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1963 arrow->level = op->level;
1723 } 1964 }
1965
1724 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1726 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying); 1970 arrow->slaying = bow->slaying;
1728 1971
1729 arrow->map = m; 1972 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1975
1733 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);
1734 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1736 1978
1737 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1980 move_arrow (arrow);
1739 1981
1740 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1743 else 1986 else
1744 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1745 } 1988 }
1989
1746 return 1; 1990 return 1;
1747} 1991}
1748 1992
1749/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1994 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1998 * hence the function name.
1755 */ 1999 */
2000int
1756int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1757{ 2002{
1758 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1759 2004
1760 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 2006 {
1762 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);
1763 dir, 0, op->x, op->y); 2008 }
1764 } 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 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 2012 wcmod = -1;
1767 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);
1768 op->x, op->y); 2014 }
1769 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1770 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);
1771 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)]);
1772 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 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1774 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);
1775 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);
1776 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);
1777 2026
1778 } else { 2027 }
2028 else
2029 {
1779 /* Simple case */ 2030 /* Simple case */
1780 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);
1781 } 2032 }
1782 return ret; 2033 return ret;
1783} 2034}
1784 2035
1785 2036
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1788 */ 2039 */
2040void
1789void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1790{ 2042{
1791 object *item; 2043 object *item;
1792 2044
1793 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1794 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.");
1795 return; 2048 return;
1796 } 2049 }
1797 2050
1798 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2052 if (!item->inv)
2053 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2055 return;
1802 } 2056 }
1803 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1804 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2063 return;
1808 } 2064 }
2065 }
1809 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1810 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 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2071 if (item->type == ROD)
1813 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));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2073 else
1815 else 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 2075 return;
1819 } 2076 }
1820 } 2077 }
1821 2078
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1823 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 */
1824 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1825 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
1826 object *tmp; 2085 {
1827 if (item->arch) { 2086 object *tmp;
2087
2088 if (item->arch)
2089 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1830 item->speed = 0; 2092 item->speed = 0;
1831 update_ob_speed(item); 2093 update_ob_speed (item);
1832 } 2094 }
1833 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2097 }
1836 } 2098 }
1837 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1838 drain_rod_charge(item); 2101 drain_rod_charge (item);
1839 } 2102 }
1840 } 2103 }
1841} 2104}
1842 2105
1843/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1844 */ 2107 */
2108void
1845void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1846 int spellcost=0; 2111 int spellcost = 0;
1847 2112
1848 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1850 2116
1851 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1852 case range_none: 2119 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 2120 return;
1889 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:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2159 return;
1892 } 2160 }
1893} 2161}
1894 2162
1895 2163
1896 2164
1903 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1906 */ 2174 */
1907 2175
2176object *
1908object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1909{ 2178{
1910 object *tmp,*key; 2179 object *tmp, *key;
1911 2180
1912 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1914 2184
1915 /* 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 */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1918 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1920 */ 2192 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2194 break;
1923 } 2195 }
1924 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 2199 * a key, return
1928 */ 2200 */
1929 if (!tmp) { 2201 if (!tmp)
2202 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1931 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
1933 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;
1934 } 2214 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* 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,
1939 * see if we actually want to use it 2216 * see if we actually want to use it
1940 */ 2217 */
1941 if (pl!=container) { 2218 if (pl != container)
2219 {
1942 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1944 /* cases where this fails: 2223 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2225 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1948 * containers can be used. 2227 * containers can be used.
1949 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1953 * 2232 *
1954 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1955 * all the others. 2234 * all the others.
1956 */ 2235 */
1957 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2239 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "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));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2242 return NULL;
1966 } 2243 }
1967 } 2244 }
1968 return tmp; 2245 return tmp;
1969} 2246}
1970 2247
1971/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1974 * 0 otherwise 2251 * 0 otherwise
1975 */ 2252 */
2253static int
1976static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1977{ 2255{
1978 2256
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1982 */ 2260 */
1983 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1984 2262
1985 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1986 if (key) { 2264 if (key)
2265 {
1987 object *container=key->env; 2266 object *container = key->env;
1988 2267
1989 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);
1990 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1991 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);
1992 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1993 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 */
1994 } 2276 }
1995 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1997 "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));
1998 remove_door2(door); /* remove door without violence ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2281 }
2000 /* Do this after we print the message */ 2282 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
2003 if (container != op) 2285 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
2006 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
2007 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2293 return 1;
2010 } 2294 }
2011 return 0; 2295 return 0;
2012} 2296}
2013 2297
2014/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2019 */ 2303 */
2020 2304
2305void
2021void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2022{ 2307{
2023 object *tmp, *mon, *tpl; 2308 object *tmp, *mon;
2024 sint16 nx, ny; 2309 sint16 nx, ny;
2025 int on_battleground; 2310 int on_battleground;
2026 mapstruct *m; 2311 maptile *m;
2027 2312
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2313 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2314 ny = freearr_y[dir] + op->y;
2032 2315
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2034 2317
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2321 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2322 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2323 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2324 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2325 * move_ob uses.
2043 */ 2326 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2332 if (!m)
2048 } 2333 return; /* Don't think this should happen */
2049 else m =tpl->map; 2334 }
2050 2335 else
2336 m = op->map;
2337
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2052 /* 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"); */
2053 return; 2341 return;
2054 } 2342 }
2055 2343
2056 mon = NULL; 2344 mon = NULL;
2057 /* 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
2058 * 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.
2059 * 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
2060 * on the space 2348 * on the space
2061 */ 2349 */
2062 while (tmp!=NULL) { 2350 while (tmp != NULL)
2351 {
2063 if (tmp == op) { 2352 if (tmp == op)
2064 tmp=tmp->above; 2353 {
2065 continue; 2354 tmp = tmp->above;
2066 } 2355 continue;
2356 }
2357
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2359 {
2069 break; 2360 mon = tmp;
2070 } 2361 break;
2362 }
2363
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2365 mon = tmp;
2366
2073 tmp=tmp->above; 2367 tmp = tmp->above;
2074 } 2368 }
2075 2369
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2370 if (mon == NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2371 return; /* into a wall */
2078 2372
2079 if(mon->head != NULL) 2373 if (mon->head != NULL)
2080 mon = mon->head; 2374 mon = mon->head;
2081 2375
2082 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))
2083 if (player_attack_door(op, mon)) return; 2377 if (player_attack_door (op, mon))
2378 return;
2084 2379
2085 /* The following deals with possibly attacking peaceful 2380 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2381 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2382 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2383 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2384 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2385 * and thus will not push them.
2091 */ 2386 */
2092 2387
2093 /* 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
2094 * peaceful. Our assumption is the creature is a pet if the 2389 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2390 * player owns it and it is either friendly or unagressive.
2096 */ 2391 */
2097 if ((op->type==PLAYER) 2392 if ((op->type == PLAYER)
2098#if COZY_SERVER 2393#if COZY_SERVER
2099 && 2394 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr 2395 ((get_owner (mon) && get_owner (mon)->contr
2102 && 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)
2103 || get_owner(mon) == op
2104 )
2105#else 2397#else
2106 && get_owner(mon)==op 2398 && get_owner (mon) == op
2107#endif 2399#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2401 {
2110 /* 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 */
2111 if (op->contr->braced) return; 2403 if (op->contr->braced)
2404 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2406 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2115 return; 2409 return;
2116 } 2410 }
2117 2411
2118 /* in certain circumstances, you shouldn't attack friendly 2412 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2413 * creatures. Note that if you are braced, you can't push
2120 * 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
2121 * attack them either. 2415 * attack them either.
2122 */ 2416 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (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)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2419#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2420 (op->contr->peaceful
2421 || (mon->type == PLAYER
2422 && mon->contr->
2423 peaceful)) &&
2128#else 2424#else
2129 op->contr->peaceful && 2425 op->contr->peaceful &&
2130#endif 2426#endif
2131 !on_battleground 2427 !on_battleground))
2428 {
2429 if (!op->contr->braced)
2132 )) { 2430 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2432 (void) push_ob (mon, dir, op);
2136 } else { 2433 }
2434 else
2435 {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2436 new_draw_info (0, 0, op, "You withhold your attack");
2138 } 2437 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2438 if (op->contr->tmp_invis || op->hide)
2140 } 2439 make_visible (op);
2440 }
2141 2441
2142 /* If the object is a boulder or other rollable object, then 2442 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2443 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2444 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2446 {
2146 recursive_roll(mon,dir,op); 2447 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2448 if (action_makes_visible (op))
2148 } 2449 make_visible (op);
2450 }
2149 2451
2150 /* Any generic living creature. Including things like doors. 2452 /* Any generic living creature. Including things like doors.
2151 * 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
2152 * and be living. Then, it must be one of the following: 2454 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2455 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2456 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2457 */
2156 2458
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2461 {
2160 2462
2161 /* If the player hasn't hit something this tick, and does 2463 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2464 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2465 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2466 * incurred a 1 tick offset.
2165 */ 2467 */
2166 if (!op->contr->has_hit) { 2468 if (!op->contr->has_hit)
2469 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2471
2169 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 */
2170 } 2473 }
2171 2474
2172 skill_attack(mon, op, 0, NULL, NULL); 2475 skill_attack (mon, op, 0, NULL, NULL);
2173 2476
2174 /* If attacking another player, that player gets automatic 2477 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2478 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2479 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2480 * the wiz.
2178 */ 2481 */
2179 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))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2483 {
2181 short luck = mon->stats.luck; 2484 short luck = mon->stats.luck;
2485
2182 mon->contr->has_hit = 1; 2486 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2487 skill_attack (op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2488 mon->stats.luck = luck;
2185 } 2489 }
2186 if(action_makes_visible(op)) make_visible(op); 2490 if (action_makes_visible (op))
2187 } 2491 make_visible (op);
2492 }
2188 } /* if player should attack something */ 2493 } /* if player should attack something */
2189} 2494}
2190 2495
2496int
2191int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2192 int pick; 2499 int pick;
2193 object *transport = op->contr->transport;
2194 2500
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 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;
2257} 2547}
2258 2548
2259/* 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
2260 * new client/server stuff. 2550 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2552 * the new speed values for commands.
2263 * 2553 *
2264 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2265 */ 2555 */
2556int
2266int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2267{ 2558{
2268 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2269 op->invisible = 1000; 2561 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2273 */ 2565 */
2274 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2567 op->invisible--;
2275 } 2568 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2277 op->invisible--; 2571 op->invisible--;
2278 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2279 make_visible(op); 2574 make_visible (op);
2280 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.");
2281 } 2576 }
2282 } 2577 }
2283 2578
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2285 flee_player(op); 2581 flee_player (op);
2286 /* 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 */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2288 op->speed_left--; 2585 op->speed_left--;
2289 return 0; 2586 return 0;
2290 } 2587 }
2291 } 2588 }
2292 2589
2293 /* 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
2294 * 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
2295 * 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
2296 * 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.
2297 */ 2594 */
2298 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2299 ((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)))
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2597 {
2301 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2303 } 2600 }
2304 2601
2305 /* 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
2306 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2604 * called, so we recheck it here.
2308 */ 2605 */
2309 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0; 2607 if (op->speed_left < 0)
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 }
2324 return 0; 2608 return 0;
2325}
2326 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
2327int save_life(object *op) { 2629save_life (object *op)
2630{
2328 object *tmp; 2631 object *tmp;
2329 2632
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 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;
2355} 2657}
2356 2658
2357/* 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
2358 * 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
2359 * 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
2360 * from. 2662 * from.
2361 */ 2663 */
2664void
2362void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2363{ 2666{
2364 object *next; 2667 object *next;
2365 2668
2366 while (op) { 2669 while (op)
2670 {
2367 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
2368 * we remove object 'op' 2672 * we remove object 'op'
2369 */ 2673 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2371 remove_ob(op); 2676 remove_ob (op);
2372 op->x = env->x; 2677 op->x = env->x;
2373 op->y = env->y; 2678 op->y = env->y;
2374 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2682 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2683 else if (op->inv)
2379 op=next; 2684 remove_unpaid_objects (op->inv, env);
2685 op = next;
2380 } 2686 }
2381} 2687}
2382 2688
2383 2689
2384/* 2690/*
2386 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2390 */ 2696 */
2697char *
2391char *gravestone_text (object *op) 2698gravestone_text (object *op)
2392{ 2699{
2393 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2702 time_t now = time (NULL);
2396 2703
2397 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2707 else
2401 sprintf (buf, "%s\n", op->name); 2708 sprintf (buf, "%s\n", &op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2710 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2405 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);
2406 else 2713 else
2407 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);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2716 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2721 strcat (buf2, buf);
2414 } 2722 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2725 strcat (buf2, buf);
2418 return buf2; 2726 return buf2;
2419} 2727}
2420 2728
2421 2729
2422 2730
2731void
2423void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2424 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2427 int i; 2737 int i;
2428 int rate_hp = 1200; 2738 int rate_hp = 1200;
2429 int rate_sp = 2500; 2739 int rate_sp = 2500;
2430 int rate_grace = 2000; 2740 int rate_grace = 2000;
2431 const int max_hp = 1; 2741 const int max_hp = 1;
2432 const int max_sp = 1; 2742 const int max_sp = 1;
2433 const int max_grace = 1; 2743 const int max_grace = 1;
2434 2744
2435 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 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)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2750 }
2441 2751
2442 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2443 2754
2444 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2759 else
2760 {
2449 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2763 }
2452 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2766 else
2767 {
2455 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2770 }
2458 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2773 else
2774 {
2461 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2777 }
2464 2778
2465 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2467 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);
2468 if(op->stats.sp<op->stats.maxsp) { 2783 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2784 {
2785 op->stats.sp++;
2470 /* dms do not consume food */ 2786 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2788 {
2789 op->stats.food--;
2473 if(op->contr->digestion<0) 2790 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2791 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 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 }
2478 } 2820 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2821
2499 /* Regenerate Grace */ 2822 /* Regenerate Grace */
2500 /* 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. */
2501 if(--op->last_grace<0) { 2824 if (--op->last_grace < 0)
2825 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2826 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2827 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2828 if (max_grace > 1)
2829 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2831 if (over_grace > 0)
2507 op->stats.sp += over_grace 2832 {
2833 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2834 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2835 op->last_grace = 0;
2510 } else { 2836 }
2837 else
2838 {
2511 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);
2512 } 2840 }
2513 } else { 2841 }
2842 else
2843 {
2514 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);
2515 } 2845 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2517 } 2847 }
2518 2848
2519 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2521 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2853 {
2854 op->stats.hp++;
2523 /* dms do not consume food */ 2855 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2857 {
2858 op->stats.food--;
2526 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 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 }
2531 } 2882 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2883
2547 /* Digestion */ 2884 /* Digestion */
2548 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2549#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2550 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;
2551 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2890#else
2554 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;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2892#endif
2557 2893
2558 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2559 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);
2560 else 2896 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2898 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2900 op->stats.food--;
2901 }
2565 } 2902 }
2566 2903
2567 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 {
2568 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2569 2907
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2573 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.");
2574 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2917 break;
2577 } 2918 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2920 flesh = tmp;
2580 } /* end of for loop */ 2921 } /* End if paid for object */
2922 } /* end of for loop */
2581 /* 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
2582 * eat flesh instead. 2924 * eat flesh instead.
2583 */ 2925 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2585 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.");
2586 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2587 } 2930 }
2588 } /* end if player is starving */ 2931 } /* end if player is starving */
2589 2932
2590 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2592 2935
2593 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))
2594 kill_player(op); 2937 kill_player (op);
2595} 2938}
2596 2939
2597 2940
2598 2941
2599/* 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.
2600 * 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
2601 * permadeath, no lifesave), this will take care of removing the player 2944 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2945 * file.
2603 */ 2946 */
2947void
2604void kill_player(object *op) 2948kill_player (object *op)
2605{ 2949{
2606 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2607 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2609 int z; 2956 /* int z;
2610 int num_stats_lose; 2957 int num_stats_lose;
2611 int lost_a_stat; 2958 int lost_a_stat;
2612 int lose_this_stat; 2959 int lose_this_stat;
2613 int this_stat; 2960 int this_stat; */
2614 int will_kill_again; 2961 int will_kill_again;
2615 archetype *at; 2962 archetype *at;
2616 object *tmp; 2963 object *tmp;
2617 2964
2618 if(save_life(op)) 2965 if (save_life (op))
2619 return; 2966 return;
2620 2967
2621 2968
2622 /* 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
2623 * 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.
2624 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2972 */
2626 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2628 "You have been defeated in combat!"); 2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2977
2631
2632 /* restore player */ 2978 /* restore player */
2633 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2981 if (tmp)
2982 {
2636 remove_ob(tmp); 2983 remove_ob (tmp);
2637 free_object(tmp); 2984 free_object (tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2986 }
2640 2987
2641 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2990 if (tmp)
2991 {
2644 remove_ob(tmp); 2992 remove_ob (tmp);
2645 free_object(tmp); 2993 free_object (tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2995 }
2648 2996
2649 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2652 3000 op->stats.food = 999;
3001
2653 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 3004 if (tmp != NULL)
2656 { 3005 {
2657 sprintf(buf,"%s's finger",op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 3007 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2660 " 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",
2661 op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 3011 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 3016 }
3017
2670 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 3020 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 3021 return;
3022 }
2679 3023
3024 INVOKE_PLAYER (DEATH, op->contr);
3025
2680 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2681 3027
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2685 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2686 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");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 3034 op->stats.food = 999;
2689 return; 3035 return;
2690 } 3036 }
2691 sprintf(buf,"%s starved to death.",op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2693 } 3041 {
2694 else {
2695 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2696 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");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2699 return; 3047 return;
2700 } 3048 }
2701 sprintf(buf,"%s died.",op->name); 3049 sprintf (buf, "%s died.", &op->name);
2702 } 3050 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3052
2705 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2707 3057
2708 3058
2709 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * 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.
2712 * 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.
2713 */ 3064 */
2714 3065
2715 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3068 * of death.
2718 */ 3069 */
2719#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2721 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2722 /* 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
2723 more if they do. */ 3075 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3078 little bit harder. */
2727 /* GD */ 3079 /* GD */
2728 if (settings.stat_loss_on_death) 3080 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3081 num_stats_lose = 1;
2730 else 3082 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3084 }
3085 else
3086 {
2733 num_stats_lose = 1; 3087 num_stats_lose = 1;
2734 } 3088 }
2735 lost_a_stat = 0; 3089 lost_a_stat = 0;
2736 3090
2737 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2738 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2739 3094
2740 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754 3096 {
2755 dep = present_arch_in_ob(deparch,op); 3097 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3098 * what he lost.
2757 dep = arch_to_object(deparch); 3099 */
2758 insert_ob_in_ob(dep, op); 3100 change_attr_value (&(op->stats), i, -1);
2759 } 3101 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3103 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3105 lost_a_stat = 1;
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 3106 }
2788 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. */
2789 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);
2790 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2793 * 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
2794 * difference. 3159 * difference.
2795 */ 3160 */
2796 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2797 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3166 fix_player (op);
2801 lost_a_stat = 1; 3167 lost_a_stat = 1;
2802 } 3168 }
2803 } 3169 }
2804 } 3170 }
2805 } 3171 }
2806 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3173 if (!lost_a_stat)
2808 { 3174 {
2809 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2812 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2813 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);
2814 "moment you feel the holy presence of %s protecting" 3181 else
2815 " you.", god); 3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2816 else 3183 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 }
2820#endif 3184#endif
2821 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.");
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3186
2824 /* Put a gravestone up where the character 'almost' died. List the 3187 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3188 * exp loss on the stone.
2826 */ 3189 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3190 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3191 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3192 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3193 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3194 tmp->name_pl = buf;
2832 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);
2833 "who was killed\n" 3196 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 3197 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3198 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3199
2841 /**************************************/ 3200 /**************************************/
2842 /* */ 3201 /* */
2843 /* Subtract the experience points, */ 3202 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3203 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3204 /* food, and reset HP's... */
2846 /* */ 3205 /* */
3206
2847 /**************************************/ 3207 /**************************************/
2848 3208
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3209 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3210 /* restore player */
2851 at = find_archetype("poisoning"); 3211 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3212 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3213 if (tmp)
3214 {
2854 remove_ob(tmp); 3215 remove_ob (tmp);
2855 free_object(tmp); 3216 free_object (tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3218 }
2858 3219
2859 at = find_archetype("confusion"); 3220 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3221 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3222 if (tmp)
3223 {
2862 remove_ob(tmp); 3224 remove_ob (tmp);
2863 free_object(tmp); 3225 free_object (tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3227 }
2866 cure_disease(op,0); /* remove any disease */ 3228 cure_disease (op, 0); /* remove any disease */
2867 3229
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3230 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3231 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3232 if (op->stats.food < 100)
3233 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3234 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3237
2875 /* 3238 /*
2876 * 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
2877 * 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
2878 * in the map. 3241 * in the map.
2879 */ 3242 */
2880 3243
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3244 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3245 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3246
2889 /****************************************/ 3247 /****************************************/
2890 /* */ 3248 /* */
2891 /* Move player to his current respawn- */ 3249 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3250 /* position (usually last savebed) */
2893 /* */ 3251 /* */
3252
2894 /****************************************/ 3253 /****************************************/
2895 3254
2896 enter_player_savebed(op); 3255 enter_player_savebed (op);
2897 3256
2898 /* Save the player before inserting the force to reduce 3257 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3258 * chance of abuse.
2900 */ 3259 */
2901 op->contr->braced=0; 3260 op->contr->braced = 0;
2902 save_player(op,1); 3261 save_player (op, 1);
2903 3262
2904 /* it is possible that the player has blown something up 3263 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3264 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3265 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3266 * on the space that might harm the player.
2908 */ 3267 */
2909 will_kill_again=0; 3268 will_kill_again = 0;
2910 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 {
2911 if (tmp->type ==SPELL_EFFECT) 3271 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3272 will_kill_again |= tmp->attacktype;
2913 } 3273 }
2914 if (will_kill_again) { 3274 if (will_kill_again)
3275 {
2915 object *force; 3276 object *force;
2916 int at; 3277 int at;
2917 3278
2918 force=get_archetype(FORCE_NAME); 3279 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3280 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3281 force->speed = 0.1;
2921 force->speed_left=-5.0; 3282 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3283 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3284 for (at = 0; at < NROFATTACKS; at++)
3285 {
2924 if (will_kill_again & (1 << at)) 3286 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3287 force->resist[at] = 100;
2926 } 3288 }
2927 insert_ob_in_ob(force, op); 3289 insert_ob_in_ob (force, op);
2928 fix_player(op); 3290 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3291
3292 }
3293
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3295 return;
2940 } /* NOT_PERMADETH */ 3296 } /* NOT_PERMADETH */
2941 else { 3297 else
3298 {
2942 /* 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
2943 * should probably be embedded in an else statement. 3300 * should probably be embedded in an else statement.
2944 */ 3301 */
2945 3302
2946 op->contr->party=NULL; 3303 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3304 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3305 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3307 check_score (op);
2951 if(op->contr->ranges[range_golem]!=NULL) { 3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3310 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3311 remove_ob (op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]); 3312 free_object (op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3313 op->contr->ranges[range_golem] = NULL;
2956 op->contr->golem_count=0; 3314 op->contr->golem_count = 0;
2957 } 3315 }
2958 loot_object(op); /* Remove some of the items for good */ 3316 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3317 remove_ob (op);
2960 op->direction=0; 3318 op->direction = 0;
2961 3319
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
2963 delete_character(op->name,0); 3322 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3323 if (settings.resurrection == TRUE)
3324 {
2965 /* save playerfile sans equipment when player dies 3325 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3326 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3327 ** type spells will work on them nicely
2968 */ 3328 */
2969 delete_character(op->name,0); 3329 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3331 op->stats.food = 999;
2972 3332
2973 /* set the location of where the person will reappear when */ 3333 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3334 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3336 if (op->map != NULL)
2977 op->map = NULL; 3337 op->map = NULL;
2978 op->x = settings.emergency_x; 3338 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3339 op->y = settings.emergency_y;
2980 save_player(op,0); 3340 save_player (op, 0);
2981 op->map = map; 3341 op->map = map;
2982 /* please see resurrection.c: peterm */ 3342 /* please see resurrection.c: peterm */
2983 dead_player(op); 3343 dead_player (op);
2984 } else { 3344 }
3345 else
2985 delete_character(op->name,1); 3346 delete_character (op->name, 1);
2986 } 3347 }
2987 } 3348
2988 play_again(op); 3349 play_again (op);
2989 3350
2990 /* peterm: added to create a corpse at deathsite. */ 3351 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3353 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3354 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3355 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3356 tmp->x = x;
2997 if (tmp->msg) 3357 tmp->y = y;
2998 free_string(tmp->msg); 3358 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3359 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3360 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3361 }
3003} 3362}
3004 3363
3005 3364
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3365void
3366loot_object (object *op)
3367{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3368 object *tmp, *tmp2, *next;
3008 3369
3009 if (op->container) { /* close open sack first */ 3370 if (op->container)
3371 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3372 esrv_apply_container (op, op->container);
3011 } 3373 }
3012 3374
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3375 for (tmp = op->inv; tmp != NULL; tmp = next)
3376 {
3014 next=tmp->below; 3377 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3378 if (tmp->type == EXPERIENCE || tmp->invisible)
3379 continue;
3016 remove_ob(tmp); 3380 remove_ob (tmp);
3017 tmp->x=op->x,tmp->y=op->y; 3381 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3382 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3383 { /* empty container to ground */
3020 } 3384 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3385 }
3022 || 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 {
3023 if(tmp->nrof>1) { 3388 if (tmp->nrof > 1)
3389 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3391 free_object (tmp2);
3026 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 }
3027 } else 3397 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3398 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3399 }
3032} 3400}
3033 3401
3034/* 3402/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
3036 * 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
3037 * was changed. 3405 * was changed.
3038 */ 3406 */
3039 3407
3408void
3040void fix_weight(void) { 3409fix_weight (void)
3410{
3041 player *pl; 3411 player *pl;
3412
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
3044 if(old == sum) 3417 if (old == sum)
3045 continue; 3418 continue;
3046 fix_player(pl->ob); 3419 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3421 }
3050} 3422}
3051 3423
3424void
3052void fix_luck(void) { 3425fix_luck (void)
3426{
3053 player *pl; 3427 player *pl;
3428
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3057} 3432}
3058 3433
3059 3434
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3063 */ 3438 */
3064 3439
3065void 3440void
3066cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3067{ 3442{
3068 object *skop, *spob; 3443 object *skop, *spob;
3069 3444
3070 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3071 3446
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3449 {
3075 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);
3076 op->name);
3077 return; 3451 return;
3078 } 3452 }
3079 3453
3080 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3081 3455
3082 // 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
3083 // 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
3084 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3459 if (!spob)
3086 { 3460 {
3087 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);
3088 throw_ob->name, op->name);
3089 return; 3462 return;
3090 } 3463 }
3091 3464
3092 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3093 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);
3094 3467
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3468 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3469
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3098 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3099 free_object (throw_ob); 3472 free_object (throw_ob);
3100} 3473}
3101 3474
3475void
3102void make_visible (object *op) { 3476make_visible (object *op)
3477{
3103 op->hide = 0; 3478 op->hide = 0;
3104 op->invisible = 0; 3479 op->invisible = 0;
3105 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3106 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3483 op->contr->invis_race = 0;
3108 } 3484 }
3109 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3110} 3486}
3111 3487
3488int
3112int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3113 object *tmp=NULL; 3491 object *tmp = NULL;
3114 3492
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3116 3495
3117 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3121 return 0; 3501 return 0;
3122} 3502}
3123 3503
3124/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3506 * indicate greater hideability.
3127 */ 3507 */
3128 3508
3509int
3129int hideability(object *ob) { 3510hideability (object *ob)
3511{
3130 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3131 sint16 x,y; 3513 sint16 x, y;
3132 3514
3133 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3134 3517
3135 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3137 3520
3138 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3139 * 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
3140 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3142 3526
3143 /* scan through all nearby squares for terrain to hide in */ 3527 /* scan through all nearby squares for terrain to hide in */
3144 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 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3536 level += 2;
3149 else /* open terrain! */ 3537 else /* open terrain! */
3150 level -= 1; 3538 level -= 1;
3151 } 3539 }
3152 3540
3153#if 0 3541#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3543#endif
3156 return level; 3544 return level;
3157} 3545}
3158 3546
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3551 */
3164 3552
3553void
3165void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3557 object *skop;
3168 3558
3169 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3170 3561
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3563
3173 /* 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! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3175 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3176 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!");
3177 make_visible(op); 3570 make_visible (op);
3178 return; 3571 return;
3179 } else num += 20; 3572 }
3573 else
3574 num += 20;
3180 } 3575 }
3181 num += op->map->difficulty; 3576 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3578 num -= hide;
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3185 make_visible(op); 3581 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3584 }
3189 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3190 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);
3191 } 3588 }
3192} 3589}
3193 3590
3194/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3195 3592
3593int
3196int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3197 object *tmp=NULL; 3596 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3598 maptile *m;
3200 sint16 x,y; 3599 sint16 x, y;
3201 3600
3202 if(!who) return 0; 3601 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 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;
3232} 3638}
3233 3639
3234/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3236 * 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
3243 * 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.
3244 * -b.t. 3650 * -b.t.
3245 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3246 */ 3652 */
3247 3653
3654int
3248int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3249 rv_vector rv; 3657 rv_vector rv;
3250 int dx,dy; 3658 int dx, dy;
3251 3659
3252 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3663 return -1;
3279 op = op->more;
3280 } 3664 }
3665 if (!pl || !op)
3281 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;
3282} 3696}
3283 3697
3284/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3702 * return 0.
3289 */ 3703 */
3704int
3290int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3291 3707
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3711 return 0;
3295 3712
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3297 3715
3298 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3300 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");
3301 return 1; 3720 return 1;
3302 } 3721 }
3303 } 3722 }
3304 return 0; 3723 return 0;
3305} 3724}
3306 3725
3307/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3729 * -exit-coord. (and if x, y not NULL)
3311 * 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
3312 * 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
3313 * 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
3314 */ 3733 */
3734int
3315int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3316 object *tmp; 3737 object *tmp;
3317 3738
3318 /* A battleground-tile needs the following attributes to be valid: 3739 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3330 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 {
3331 object *invtmp; 3755 object *invtmp;
3756
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3334 !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 }
3335 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3769 return 1;
3338 } 3770 }
3339 } 3771 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3772 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3348 return 0; 3774 return 0;
3349} 3775}
3350 3776
3351/* 3777/*
3355 * attributes: 3781 * attributes:
3356 * object *who the dragon player 3782 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3358 * int level ability level 3784 * int level ability level
3359 */ 3785 */
3786void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3794 int i = 0, j = 0;
3367 3795
3368 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3377 3805
3378 if (trlist == NULL || who->type != PLAYER) 3806 if (trlist == NULL || who->type != PLAYER)
3379 return; 3807 return;
3380 3808
3381 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++);
3382 tr = tr->next, i++); 3810
3383
3384 if (tr == NULL || tr->item == NULL) { 3811 if (tr == NULL || tr->item == NULL)
3812 {
3385 /* 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]); */
3386 return; 3814 return;
3387 } 3815 }
3388 3816
3389 /* everything seems okay - now bring on the gift: */ 3817 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3818 item = &(tr->item->clone);
3391 3819
3392 if (item->type == SPELL) { 3820 if (item->type == SPELL)
3821 {
3393 if (check_spell_known (who, item->name)) 3822 if (check_spell_known (who, item->name))
3394 return; 3823 return;
3395 3824
3396 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);
3397 do_learn_spell (who, item, 0); 3826 do_learn_spell (who, item, 0);
3398 return; 3827 return;
3399 } 3828 }
3400 3829
3401 /* grant direct spell */ 3830 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3831 if (item->type == SPELLBOOK)
3832 {
3403 if (!item->inv) { 3833 if (!item->inv)
3834 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3835 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3836 return;
3407 } 3837 }
3408 if (check_spell_known (who, item->inv->name)) 3838 if (check_spell_known (who, item->inv->name))
3409 return; 3839 return;
3410 if (item->invisible) { 3840 if (item->invisible)
3841 {
3411 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);
3412 do_learn_spell (who, item->inv, 0); 3843 do_learn_spell (who, item->inv, 0);
3413 return; 3844 return;
3414 } 3845 }
3415 } 3846 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3417 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 {
3418 3851
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * 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
3421 * 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,
3422 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3423 */ 3856 */
3424 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3425 /* Give new attacktype */ 3859 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3427 3861
3428 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3430 3864
3431 if (item->msg != NULL) 3865 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3867
3434 /* Give player new face */ 3868 /* Give player new face */
3435 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3436 who->face = skop->face; 3871 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3874 who->last_anim = 0;
3440 who->state = 0; 3875 who->state = 0;
3441 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3442 } 3877 }
3878 }
3879 }
3443 } 3880 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3447 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3884 object *skin;
3885
3449 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3450 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);
3451 skin=skin->below); 3888 if (skin == NULL)
3452 if (skin == NULL) return; 3889 return;
3453 3890
3454 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3895
3458 /* print message */ 3896 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3899 {
3462 if (j) 3900 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3901 {
3464 else 3902 if (j)
3465 j = 1; 3903 strcat (buf, " and ");
3904 else
3905 j = 1;
3466 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3467 } 3907 }
3468 } 3908 }
3469 strcat(buf,"."); 3909 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3911 }
3472 3912
3473 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3920
3481 /* print message if there is one */ 3921 /* print message if there is one */
3482 if (item->msg != NULL) 3922 if (item->msg != NULL)
3483 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
3484 } 3926 {
3485 else {
3486 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3488 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));
3489 tmp = insert_ob_in_ob (tmp, who); 3930 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3492 } 3933 }
3493} 3934}
3494 3935
3495/** 3936/**
3496 * 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
3497 * not readied. 3938 * not readied.
3498 */ 3939 */
3940void
3499void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3500 rangetype i; 3943 rangetype i;
3501 3944
3502 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 {
3503 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3504 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3505 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3506 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3507 } 3953 }
3508 } 3954 }
3509 } 3955 }
3510} 3956}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines