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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.37 by root, Thu Dec 14 02:37:37 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 */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
34#include <sproto.h> 27# include <sproto.h>
35#endif 28#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
42 35
43#ifdef COZY_SERVER 36#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
45#endif 38#endif
46 39
40player *
47player *find_player(const char *plname) 41find_player (const char *plname)
48{ 42{
49 player *pl; 43 player *pl;
44
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 46 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 48 return pl;
54 }; 49 };
55 return NULL; 50 return NULL;
56} 51}
57 52
53player *
58player* find_player_partial_name( const char* plname ) 54find_player_partial_name (const char *plname)
59 { 55{
60 player* pl; 56 player *pl;
61 player* found = NULL; 57 player *found = NULL;
62 size_t namelen = strlen( plname ); 58 size_t namelen = strlen (plname);
59
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 60 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 61 {
65 if ( strlen( pl->ob->name ) < namelen ) 62 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 63 continue;
67 64
68 if ( !strcmp( pl->ob->name, plname) ) 65 if (!strcmp (pl->ob->name, plname))
69 return pl; 66 return pl;
70 67
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 68 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 69 {
73 if ( found ) 70 if (found)
74 return NULL; 71 return NULL;
75 72
76 found = pl; 73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
77 } 173 }
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); 174 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 175 size += strlen (buf);
170 } 176 }
171 }
172 177 }
178
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 180 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); 181 close_and_delete (fp, comp);
179} 182}
180 183
184int
181int playername_ok(const char *cp) { 185playername_ok (const char *cp)
186{
182 /* Don't allow - or _ as first character in the name */ 187 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 188 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
188 return 1; 194 return 1;
189} 195}
190 196
191/* This no longer sets the player map. Also, it now updates 197/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 198 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 199 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 203 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 204 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 205 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 206 * the one that is passed.
201 */ 207 */
202static player* get_player(player *p) { 208static player *
209get_player (player *p)
210{
203 object *op=arch_to_object(get_player_archetype(NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 212 int i;
205 213
206 if (!p) { 214 if (!p)
207 player *tmp; 215 {
216 p = new player;
208 217
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 218 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 219 * 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 220 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
217 * 'who'. 222 * 'who'.
218 */ 223 */
219 tmp=first_player; 224 player *tmp = first_player;
225
220 while(tmp!=NULL&&tmp->next!=NULL) 226 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 227 tmp = tmp->next;
222 if(tmp!=NULL) 228 if (tmp != NULL)
223 tmp->next=p; 229 tmp->next = p;
224 else 230 else
225 first_player=p; 231 first_player = p;
226 232
227 p->next = NULL; 233 p->next = NULL;
228 } 234 }
229 235
230 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
231 * for next and socket. 237 * for next and socket.
232 */ 238 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 239 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 240
236 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 242 * we deal with that below this point.
238 */ 243 */
239 p->party=NULL; 244 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 248 p->Swap_First = -1;
244 249
245#ifdef AUTOSAVE 250#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
247#endif 252#endif
248 253
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 255
251 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 257 p->ob = op;
253 op->speed_left=0.5; 258 op->speed_left = 0.5;
254 op->speed=1.0; 259 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 261 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 264
260 roll_stats(op); 265 roll_stats (op);
261 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
262 clear_los(op); 267 clear_los (op);
263 268
264 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
265 p->last_speed= -1; 270 p->last_speed = -1;
266 p->shoottype=range_none; 271 p->shoottype = range_none;
267 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 273 p->petmode = pet_normal;
269 p->listening=10; 274 p->listening = 10;
270 p->usekeys=containers; 275 p->usekeys = containers;
271 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 278 p->do_los = 1;
274 p->explore=0; 279 p->explore = 0;
275 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
276 281
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
280 284
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 286
283 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
286 * at zero. 290 * at zero.
287 */ 291 */
288 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
289 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
291 } 296 }
292 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
293 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
294 } 300 }
295 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
297 303
298 p->socket.update_look=0; 304 p->socket.update_look = 0;
299 p->socket.look_position=0; 305 p->socket.look_position = 0;
300 return p; 306 return p;
301} 307}
302
303 308
304/* This loads the first map an puts the player on it. */ 309/* This loads the first map an puts the player on it. */
310static void
305static void set_first_map(object *op) 311set_first_map (object *op)
306{ 312{
307 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 314 op->x = -1;
309 op->y = -1; 315 op->y = -1;
310 enter_exit(op, NULL); 316 enter_exit (op, NULL);
311} 317}
312 318
313/* Tries to add player on the connection passwd in ns. 319/* 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 320 * All we can really get in this is some settings like host and display
315 * mode. 321 * mode.
316 */ 322 */
317 323
318int add_player(NewSocket *ns) { 324int
325add_player (client_socket * ns)
326{
319 player *p; 327 player *p;
320 328
321 p=get_player(NULL); 329 p = get_player (NULL);
322 p->socket = *ns; 330 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
324 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket. 339 * on the uncoming socket.
330 */ 340 */
341 //TODO socket copying is EVIL, do not do this
331 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
332 set_first_map(p->ob); 343 set_first_map (p->ob);
333 344
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
336 send_rules(p->ob); 347 send_rules (p->ob);
337 send_news(p->ob); 348 send_news (p->ob);
338 display_motd(p->ob); 349 display_motd (p->ob);
339 get_name(p->ob); 350 get_name (p->ob);
351
340 return 0; 352 return 0;
341} 353}
342 354
343/* 355/*
344 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
347 */ 359 */
360archetype *
348archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
349{ 362{
350 archetype *start = at; 363 archetype *start = at;
364
351 for (;;) { 365 for (;;)
366 {
352 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
353 at=first_archetype; 368 at = first_archetype;
354 else 369 else
355 at=at->next; 370 at = at->next;
356 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
357 return at; 372 return at;
358 if (at == start) { 373 if (at == start)
374 {
359 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 376 exit (-1);
361 } 377 }
362 } 378 }
363} 379}
364 380
365 381
382object *
366object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
367 object *op = NULL; 385 object *op = NULL;
368 player *pl = NULL; 386 player *pl = NULL;
369 objectlink *ol; 387 objectlink *ol;
370 unsigned lastdist; 388 unsigned lastdist;
371 rv_vector rv; 389 rv_vector rv;
372 390
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
392 {
374 /* We should not find free objects on this friendly list, but it 393 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
378 */ 397 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
380 object *tmp=ol->ob; 400 object *tmp = ol->ob;
381 401
382 /* Can't do much more other than log the fact, because the object 402 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 403 * itself will have been cleared.
384 */ 404 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 406 ol = ol->next;
387 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
388 if (!ol) return op; 408 if (!ol)
389 } 409 return op;
410 }
390 411
391 /* Remove special check for player from this. First, it looks to cause 412 /* 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 413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 414 * 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 415 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
397 */ 418 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 420 continue;
400 421
401 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
402 op=ol->ob; 424 op = ol->ob;
403 lastdist=rv.distance; 425 lastdist = rv.distance;
404 } 426 }
405 } 427 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
408 432
409 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
410 op=pl->ob; 434 {
411 lastdist=rv.distance; 435 op = pl->ob;
412 } 436 lastdist = rv.distance;
413 } 437 }
438 }
414 } 439 }
415#if 0 440#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 442#endif
418 return op; 443 return op;
419} 444}
420 445
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 446/* 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 447 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 485 * 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, 486 * 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 487 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 488 * is blocking itself.
464 */ 489 */
490int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
466 rv_vector rv; 493 rv_vector rv;
467 sint16 x,y; 494 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 495 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
470 497
471 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
472 499
473 if (rv.distance<mindiff) return 0; 500 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; 501 return 0;
726}
727 502
728void confirm_password(object *op) { 503 x = mon->x;
504 y = mon->y;
505 m = mon->map;
506 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
509 /* If we can't solve it within the search distance, return now. */
510 if (diff > max)
511 return 0;
512 while (diff > 1 && max > 0)
513 {
514 lastx = x;
515 lasty = y;
516 lastmap = m;
517 x = lastx + freearr_x[dir];
518 y = lasty + freearr_y[dir];
729 519
520 mflags = get_map_flags (m, &m, x, y, &x, &y);
521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
522
523 /* Space is blocked - try changing direction a little */
524 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
525 && (m == mon->map && blocked_link (mon, m, x, y))))
526 {
527 /* recalculate direction from last good location. Possible
528 * we were not traversing ideal location before.
529 */
530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
531 if (rv.direction != dir)
532 {
533 /* OK - says direction should be different - lets reset the
534 * the values so it will try again.
535 */
536 x = lastx;
537 y = lasty;
538 m = lastmap;
539 dir = firstdir = rv.direction;
540 }
541 else
542 {
543 /* direct path is blocked - try taking a side step to
544 * either the left or right.
545 * Note increase the values in the loop below to be
546 * more than -1/1 respectively will mean the monster takes
547 * bigger detour. Have to be careful about these values getting
548 * too big (3 or maybe 4 or higher) as the monster may just try
549 * stepping back and forth
550 */
551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 {
553 if (i == 0)
554 continue; /* already did this, so skip it */
555 /* Use lastdir here - otherwise,
556 * since the direction that the creature should move in
557 * may change, you could get infinite loops.
558 * ie, player is northwest, but monster can only
559 * move west, so it does that. It goes some distance,
560 * gets blocked, finds that it should move north,
561 * can't do that, but now finds it can move east, and
562 * gets back to its original point. lastdir contains
563 * the last direction the creature has successfully
564 * moved.
565 */
566
567 x = lastx + freearr_x[absdir (lastdir + i)];
568 y = lasty + freearr_y[absdir (lastdir + i)];
569 m = lastmap;
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 continue;
573 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
574 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575 continue;
576 if (mflags & P_BLOCKSVIEW)
577 continue;
578
579 if (m == mon->map && blocked_link (mon, m, x, y))
580 break;
581 }
582 /* go through entire loop without finding a valid
583 * sidestep to take - thus, no valid path.
584 */
585 if (i == (DETOUR_AMOUNT + 1))
586 return 0;
587 diff--;
588 lastdir = dir;
589 max--;
590 if (!firstdir)
591 firstdir = dir + i;
592 } /* else check alternate directions */
593 } /* if blocked */
594 else
595 {
596 /* we moved towards creature, so diff is less */
597 diff--;
598 max--;
599 lastdir = dir;
600 if (!firstdir)
601 firstdir = dir;
602 }
603 if (diff <= 1)
604 {
605 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance.
607 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
610 }
611 if (diff > max)
612 return 0;
613 }
614 /* If we reached the max, didn't find a direction in time */
615 if (!max)
616 return 0;
617
618 return firstdir;
619}
620
621void
622give_initial_items (object *pl, treasurelist * items)
623{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628
629 for (op = pl->inv; op; op = next)
630 {
631 next = op->below;
632
633 /* Forces get applied per default, unless they have the
634 * flag "neutral" set. Sorry but I can't think of a better way
635 */
636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
637 SET_FLAG (op, FLAG_APPLIED);
638
639 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions
641 */
642 if (pl->type == PLAYER)
643 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
645 (op->type == ARMOUR || op->type == BOOTS ||
646 op->type == CLOAK || op->type == HELMET ||
647 op->type == SHIELD || op->type == GLOVES ||
648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
649 {
650 op->destroy ();
651 continue;
652 }
653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
662 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 op->destroy ();
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
680 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684
685 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be
687 * merged properly.
688 */
689 if (need_identify (op))
690 {
691 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
696 {
697 op->destroy ();
698 continue;
699 }
700 else if (op->type == SKILL)
701 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0;
704 op->level = 1;
705 }
706 /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */
710
711 /* Need to set up the skill pointers */
712 link_player_skills (pl);
713}
714
715void
716get_name (object *op)
717{
730 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
731 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 796}
734 797
798void
735void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
736 if (party == NULL) { 801 if (party == NULL)
802 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 804 return;
739 } 805 }
740 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 810}
745 811
746 812
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
748int roll_stat(void) { 815roll_stat (void)
816{
749 int a[4],i,j,k; 817 int a[4], i, j, k;
750 818
751 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
753 821
754 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 823 if (a[i] < k)
756 k=a[i],j=i; 824 k = a[i], j = i;
757 825
758 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 827 {
828 if (i != j)
829 k += a[i];
830 }
762 return k; 831 return k;
763} 832}
764 833
834void
765void roll_stats(object *op) { 835roll_stats (object *op)
836{
766 int sum=0; 837 int sum = 0;
767 int i = 0, j = 0; 838 int i = 0, j = 0;
768 int statsort[7]; 839 int statsort[7];
769 840
841 do
770 do { 842 {
771 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
782 853
783 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
791 862
792 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
793 do { 865 {
794 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
795 j = statsort[i]; 868 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 870 statsort[i + 1] = j;
798 i = 0; 871 i = 0;
799 } else { 872 }
800 i++; 873 else
801 } 874 {
875 i++;
876 }
877 }
802 } while (i < 6); 878 while (i < 6);
803 879
804 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
811 887
812 888
813 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
820 896
821 op->level=1; 897 op->level = 1;
822 op->stats.exp=0; 898 op->stats.exp = 0;
823 op->stats.ac=0; 899 op->stats.ac = 0;
824 900
825 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
828 904
829 fix_player(op); 905 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
834} 910}
835 911
912void
836void Roll_Again(object *op) 913Roll_Again (object *op)
837{ 914{
838 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 918}
841 919
920void
842void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
843{ 922{
844 signed char tmp; 923 signed char tmp;
845 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
846 925
847 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
851 return; 931 return;
852 } 932 }
853 933
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
855 935
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 937
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 939
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 949 op->stats.ac = 0;
871 950
872 op->level=1; 951 op->level = 1;
873 op->stats.exp=0; 952 op->stats.exp = 0;
874 op->stats.ac=0; 953 op->stats.ac = 0;
875 954
876 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
879 958
880 fix_player(op); 959 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
886} 965}
887 966
888 967
889/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
895 */ 974 */
975int
896int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
897{ 977{
898 int keynum = key -'0'; 978 int keynum = key - '0';
899 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
901 981
902 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
903 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
904 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 989 }
908 else 990 else
909 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
910 992
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 994 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 } 995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
922 1007
923#if 0 1008#if 0
924 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 1010 op->x = -1;
926 1011
927 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
928#endif 1013#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 1016 add_statbonus (op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 1020 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 1022 return 0;
937 } 1023 }
938 case 'y': 1024 case 'y':
939 case 'Y': 1025 case 'Y':
940 roll_stats(op); 1026 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1028 return 1;
943 1029
944 case 'q': 1030 case 'q':
945 case 'Q': 1031 case 'Q':
946 play_again(op); 1032 play_again (op);
947 return 1; 1033 return 1;
948 1034
949 default: 1035 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
951 return 0; 1037 return 0;
952 } 1038 }
953 return 0; 1039 return 0;
954} 1040}
955 1041
956/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
960 * not the class. 1046 * not the class.
961 */ 1047 */
962 1048
1049int
963int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
964{ 1051{
965 int tmp_loop; 1052 int tmp_loop;
966 1053
967 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
968 remove_ob(op); 1056 op->remove ();
969 play_again(op); 1057 play_again (op);
970 return 0; 1058 return 0;
971 } 1059 }
972 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
973 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
974 1063
975 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 1066
979 /* Lauwenmark : Here we handle the BORN global event */ 1067 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 1068 if (tl)
1069 create_treasure (tl, op, 0, 0, 0);
981 1070
982 /* Lauwenmark : We then generate a LOGIN event */ 1071 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 1072 INVOKE_PLAYER (LOGIN, op->contr);
1073
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 = object::create ();
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 tmp->destroy ();
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 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1133 op->arch->clone.copy_to (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 continue;
1432 }
1433
1323 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1435 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; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1326 1440
1327 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 continue;
1446 }
1330 1447
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1335 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1338 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1341 1469
1342 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1346 1477
1347 /* pick up all magical items */ 1478 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1480 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; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1351 1485
1352 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1353 { 1487 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1356 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1357 1494
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1362 1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1363 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1367 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1370 1525
1371 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1375 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1378 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1381 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1384 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1387 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1390 1568
1391 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1395 1576
1396 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1579 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1581 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1404 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1591 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1410 } 1595 continue;
1411 } 1596 }
1597 }
1598 }
1412 1599
1413 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1417 1607
1418 /* any of the last 4 bits set means we use the ratio for value 1608 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1609 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1421 { 1611 {
1422 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1614 /* >=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 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1428 { 1618 {
1429 pick_up(op, tmp); 1619 pick_up (op, tmp);
1430#if 0 1620#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1433 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1434 } 1625 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1626 else
1627 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1438#endif 1630#endif
1439 continue; 1631 continue;
1440 } 1632 }
1633 }
1634 } /* the new pickup model */
1441 } 1635 }
1442 } /* the new pickup model */ 1636
1443 }
1444 return ! stop; 1637 return !stop;
1445} 1638}
1446 1639
1447/* 1640/*
1448 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1643 * found object is returned.
1451 */ 1644 */
1645object *
1452object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1453{ 1647{
1454 object *tmp = NULL; 1648 object *tmp = NULL;
1455 1649
1456 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1651 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); 1652 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1461 return op; 1654 return op;
1462 return tmp; 1655 return tmp;
1463} 1656}
1464 1657
1465/* 1658/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1659 * 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 1660 * 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 1661 * 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. 1662 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1663 */
1471 1664
1665object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1667{
1474 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1476 1670
1477 if (!type) 1671 if (!type)
1478 return NULL; 1672 return NULL;
1479 1673
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1677 {
1678 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1680 if (i > betterby)
1486 tmp = ntmp; 1681 {
1487 betterby = i; 1682 tmp = ntmp;
1488 } 1683 betterby = i;
1684 }
1685 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1490 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1690 {
1493 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1692 {
1495 return arrow; 1693 *better = 100;
1496 } else { 1694 return arrow;
1497 tmp = arrow; 1695 }
1696 else
1697 {
1698 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1700 }
1500 } else { 1701 }
1702 else
1703 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 {
1502 attacktype = 1<<attacknum; 1706 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1707 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) { 1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1709 {
1710 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1712 }
1508 } 1713 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1715 {
1716 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1717 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1718 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1720 {
1721 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1722 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1723 }
1724 }
1725 }
1517 } 1726 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1728 return find_arrow (op, type);
1522 1729
1523 *better = betterby; 1730 *better = betterby;
1524 return tmp; 1731 return tmp;
1525} 1732}
1526 1733
1527/* looks in a given direction, finds the first valid target, and calls 1734/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1736 * op = the shooter
1530 * type = bow->race 1737 * type = bow->race
1531 * dir = fire direction 1738 * dir = fire direction
1532 */ 1739 */
1533 1740
1741object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1535{ 1743{
1536 object *tmp = NULL; 1744 object *tmp = NULL;
1537 mapstruct *m; 1745 maptile *m;
1538 int i, mflags, found, number; 1746 int i, mflags, found, number;
1539 sint16 x, y; 1747 sint16 x, y;
1540 1748
1541 if (op->map == NULL) 1749 if (op->map == NULL)
1542 return find_arrow(op, type); 1750 return find_arrow (op, type);
1543 1751
1544 /* do a dex check */ 1752 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 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))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1755 return find_arrow (op, type);
1548 1756
1549 m = op->map; 1757 m = op->map;
1550 x = op->x; 1758 x = op->x;
1551 y = op->y; 1759 y = op->y;
1552 1760
1553 /* find the first target */ 1761 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1555 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1559 tmp = NULL; 1769 tmp = NULL;
1560 break; 1770 break;
1771 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1775 * perhaps a bad assumption.
1564 */ 1776 */
1565 tmp = NULL; 1777 tmp = NULL;
1566 break; 1778 break;
1567 } 1779 }
1568 if (mflags & P_IS_ALIVE) { 1780 if (mflags & P_IS_ALIVE)
1781 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1783 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1784 {
1572 break; 1785 found++;
1573 } 1786 break;
1787 }
1574 if (found) 1788 if (found)
1575 break; 1789 break;
1576 } 1790 }
1577 } 1791 }
1578 if (tmp == NULL) 1792 if (tmp == NULL)
1579 return find_arrow(op, type); 1793 return find_arrow (op, type);
1580 1794
1581 if (tmp->head) 1795 if (tmp->head)
1582 tmp = tmp->head; 1796 tmp = tmp->head;
1583 1797
1584 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1585} 1799}
1586 1800
1587/* 1801/*
1588 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1806 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1807 * 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 1808 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1809 * player fire modes.
1596 */ 1810 */
1811int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1813{
1600 object *left, *bow; 1814 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1815 int bowspeed, mflags;
1603 mapstruct *m; 1816 maptile *m;
1604 1817
1605 if (!dir) { 1818 if (!dir)
1819 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1821 return 0;
1608 } 1822 }
1609 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1611 else { 1825 else
1826 {
1612 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1828 /* 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. 1829 * don't need to switch back and forth between bows and weapons.
1615 */ 1830 */
1616 if(bow->type==BOW) 1831 if (bow->type == BOW)
1617 break; 1832 break;
1618 1833
1619 if (!bow) { 1834 if (!bow)
1835 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1837 return 0;
1622 } 1838 }
1623 } 1839 }
1624 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1843 return 0;
1627 } 1844 }
1628 1845
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1847
1631 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1) 1851 if (bowspeed < 1)
1635 bowspeed = 1; 1852 bowspeed = 1;
1636 1853
1637 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1639 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 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 */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1861 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1863 return 0;
1646 } 1864 }
1647 } 1865 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1650 return 0;
1651 } 1868 {
1869 return 0;
1870 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1874 return 0;
1655 } 1875 }
1656 1876
1657 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1879 {
1880 arrow->destroy ();
1881 return 0;
1882 }
1663 1883
1664 left = arrow; /* these are arrows left to the player */ 1884 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1885 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1886 if (arrow == NULL)
1887 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1889 return 0;
1670 return 0;
1671 } 1890 }
1672 set_owner(arrow, op); 1891 arrow->set_owner (op);
1673 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill); 1892 arrow->skill = bow->skill;
1675 1893
1676 arrow->direction=dir; 1894 arrow->direction = dir;
1677 arrow->x = sx; 1895 arrow->x = sx;
1678 arrow->y = sy; 1896 arrow->y = sy;
1679 1897
1680 if (op->type == PLAYER) { 1898 if (op->type == PLAYER)
1899 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1901 fix_player (op);
1683 } 1902 }
1684 1903
1685 SET_ANIMATION(arrow, arrow->direction); 1904 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1906 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1907 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1908 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1909 arrow->spellarg = strdup_local (arrow->slaying);
1691 1910
1692 /* Note that this was different for monsters - they got their level 1911 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1912 * added to the damage. I think the strength bonus is more proper.
1694 */ 1913 */
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 1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1700 /* update the speed */ 1917 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1919 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 1920
1706 if (arrow->speed < 1.0) 1921 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1922 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1923 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1924 arrow->speed_left = 0;
1710 1925
1711 if (op->type == PLAYER) { 1926 if (op->type == PLAYER)
1927 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1930 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 1931
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1933 }
1934 else
1935 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1936 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; 1937 arrow->level = op->level;
1723 } 1938 }
1939
1724 if (arrow->attacktype == AT_PHYSICAL) 1940 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1941 arrow->attacktype |= bow->attacktype;
1942
1726 if (bow->slaying != NULL) 1943 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying); 1944 arrow->slaying = bow->slaying;
1728 1945
1729 arrow->map = m; 1946 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1947 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1949
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1950 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); 1951 insert_ob_in_map (arrow, m, op, 0);
1736 1952
1737 if (!was_destroyed(arrow, tag)) 1953 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1954 move_arrow (arrow);
1739 1955
1740 if (op->type == PLAYER) { 1956 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1957 {
1958 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1959 esrv_del_item (op->contr, left->count);
1743 else 1960 else
1744 esrv_send_item(op, left); 1961 esrv_send_item (op, left);
1745 } 1962 }
1963
1746 return 1; 1964 return 1;
1747} 1965}
1748 1966
1749/* Special fire code for players - this takes into 1967/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1968 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1969 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1970 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1971 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1972 * hence the function name.
1755 */ 1973 */
1974int
1756int player_fire_bow(object *op, int dir) 1975player_fire_bow (object *op, int dir)
1757{ 1976{
1758 int ret=0, wcmod=0; 1977 int ret = 0, wcmod = 0;
1759 1978
1760 if (op->contr->bowtype == bow_bestarrow) { 1979 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1980 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1981 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); 1982 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1986 wcmod = -1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1988 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1989 else if (op->contr->bowtype == bow_threewide)
1990 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 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)]); 1992 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)]); 1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1994 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1995 else if (op->contr->bowtype == bow_spreadshot)
1996 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1997 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); 1998 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); 1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 2000
1778 } else { 2001 }
2002 else
2003 {
1779 /* Simple case */ 2004 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 2006 }
1782 return ret; 2007 return ret;
1783} 2008}
1784 2009
1785 2010
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 2011/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 2012 * Broken apart from 'fire' to keep it more readable.
1788 */ 2013 */
2014void
1789void fire_misc_object(object *op, int dir) 2015fire_misc_object (object *op, int dir)
1790{ 2016{
1791 object *item; 2017 object *item;
1792 2018
1793 if (!op->contr->ranges[range_misc]) { 2019 if (!op->contr->ranges[range_misc])
2020 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 2022 return;
1796 } 2023 }
1797 2024
1798 item = op->contr->ranges[range_misc]; 2025 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2026 if (!item->inv)
2027 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2028 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2029 return;
1802 } 2030 }
1803 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1804 if(item->stats.food<=0) { 2033 if (item->stats.food <= 0)
2034 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2035 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)); 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2037 return;
1808 } 2038 }
2039 }
1809 } else if (item->type == ROD || item->type==HORN) { 2040 else if (item->type == ROD || item->type == HORN)
2041 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2045 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 2046 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)); 2047 else
1815 else 2048 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; 2049 return;
1819 } 2050 }
1820 } 2051 }
1821 2052
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2053 if (cast_spell (op, item, dir, item->inv, NULL))
2054 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2055 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 2056 if (item->type == WAND)
2057 {
1825 if (!(--item->stats.food)) { 2058 if (!(--item->stats.food))
1826 object *tmp; 2059 {
1827 if (item->arch) { 2060 object *tmp;
2061
2062 if (item->arch)
2063 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2064 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2065 item->face = item->arch->clone.face;
1830 item->speed = 0; 2066 item->speed = 0;
1831 update_ob_speed(item); 2067 update_ob_speed (item);
1832 } 2068 }
1833 if ((tmp=is_player_inv(item))) 2069 if ((tmp = is_player_inv (item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2070 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2071 }
1836 } 2072 }
1837 else if (item->type == ROD || item->type==HORN) { 2073 else if (item->type == ROD || item->type == HORN)
2074 {
1838 drain_rod_charge(item); 2075 drain_rod_charge (item);
1839 } 2076 }
1840 } 2077 }
1841} 2078}
1842 2079
1843/* Received a fire command for the player - go and do it. 2080/* Received a fire command for the player - go and do it.
1844 */ 2081 */
2082void
1845void fire(object *op,int dir) { 2083fire (object *op, int dir)
2084{
1846 int spellcost=0; 2085 int spellcost = 0;
1847 2086
1848 /* check for loss of invisiblity/hide */ 2087 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2088 if (action_makes_visible (op))
2089 make_visible (op);
1850 2090
1851 switch(op->contr->shoottype) { 2091 switch (op->contr->shoottype)
2092 {
1852 case range_none: 2093 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; 2094 return;
1889 default: 2095
2096 case range_bow:
2097 player_fire_bow (op, dir);
2098 return;
2099
2100 case range_magic: /* Casting spells */
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2102 return;
2103
2104 case range_misc:
2105 fire_misc_object (op, dir);
2106 return;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2132 return;
1892 } 2133 }
1893} 2134}
1894 2135
1895 2136
1896 2137
1903 * inv is the objects inventory to searched 2144 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2145 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2146 * This function can be called recursively to search containers.
1906 */ 2147 */
1907 2148
2149object *
1908object * find_key(object *pl, object *container, object *door) 2150find_key (object *pl, object *container, object *door)
1909{ 2151{
1910 object *tmp,*key; 2152 object *tmp, *key;
1911 2153
1912 /* Should not happen, but sanity checking is never bad */ 2154 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2155 if (container->inv == NULL)
2156 return NULL;
1914 2157
1915 /* First, lets try to find a key in the top level inventory */ 2158 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2161 if (door->type == DOOR && tmp->type == KEY)
2162 break;
1918 /* For sanity, we should really check door type, but other stuff 2163 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2164 * (like containers) can be locked with special keys
1920 */ 2165 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2167 break;
1923 } 2168 }
1924 /* No key found - lets search inventories now */ 2169 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 2170 /* 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 2171 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 2172 * a key, return
1928 */ 2173 */
1929 if (!tmp) { 2174 if (!tmp)
2175 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2177 {
1931 /* No reason to search empty containers */ 2178 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2179 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2180 {
2181 if ((key = find_key (pl, tmp, door)) != NULL)
2182 return key;
2183 }
2184 }
2185 if (!tmp)
2186 return NULL;
1934 } 2187 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 2188 /* 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 2189 * see if we actually want to use it
1940 */ 2190 */
1941 if (pl!=container) { 2191 if (pl != container)
2192 {
1942 /* Only let players use keys in containers */ 2193 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2194 if (!pl->contr)
2195 return NULL;
1944 /* cases where this fails: 2196 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2197 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2198 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2199 * If the container is not active, return now since only active
1948 * containers can be used. 2200 * containers can be used.
1949 * If we only search keyrings and the container does not have 2201 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2202 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2203 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2204 * inv must have been an container and must have been active.
1953 * 2205 *
1954 * Change the color so that the message doesn't disappear with 2206 * Change the color so that the message doesn't disappear with
1955 * all the others. 2207 * all the others.
1956 */ 2208 */
1957 if (pl->contr->usekeys == key_inventory || 2209 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2210 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2212 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2214 "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; 2215 return NULL;
1966 } 2216 }
1967 } 2217 }
1968 return tmp; 2218 return tmp;
1969} 2219}
1970 2220
1971/* moved door processing out of move_player_attack. 2221/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2222 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2223 * such that the caller should not do anything more,
1974 * 0 otherwise 2224 * 0 otherwise
1975 */ 2225 */
2226static int
1976static int player_attack_door(object *op, object *door) 2227player_attack_door (object *op, object *door)
1977{ 2228{
1978 2229
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2230 /* 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 - 2231 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2232 * otherwise, we fall through to the rest of the code.
1982 */ 2233 */
1983 object *key=find_key(op, op, door); 2234 object *key = find_key (op, op, door);
1984 2235
1985 /* IF we found a key, do some extra work */ 2236 /* IF we found a key, do some extra work */
1986 if (key) { 2237 if (key)
2238 {
1987 object *container=key->env; 2239 object *container = key->env;
1988 2240
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2242 if (action_makes_visible (op))
2243 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2246 if (door->type == DOOR)
2247 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2249 }
1995 else if(door->type==LOCKED_DOOR) { 2250 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2251 {
1997 "You open the door with the %s", query_short_name(key)); 2252 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 ;-) */ 2253 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2254 }
2000 /* Do this after we print the message */ 2255 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2256 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2257 /* Need to update the weight the container the key was in */
2003 if (container != op) 2258 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2259 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2260 return 1; /* Nothing more to do below */
2261 }
2006 } else if (door->type==LOCKED_DOOR) { 2262 else if (door->type == LOCKED_DOOR)
2263 {
2007 /* Might as well return now - no other way to open this */ 2264 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2266 return 1;
2010 } 2267 }
2011 return 0; 2268 return 0;
2012} 2269}
2013 2270
2014/* This function is just part of a breakup from move_player. 2271/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2272 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2273 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2274 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2275 * going to try and move (not fire weapons).
2019 */ 2276 */
2020 2277
2278void
2021void move_player_attack(object *op, int dir) 2279move_player_attack (object *op, int dir)
2022{ 2280{
2023 object *tmp, *mon, *tpl; 2281 object *tmp, *mon;
2024 sint16 nx, ny; 2282 sint16 nx, ny;
2025 int on_battleground; 2283 int on_battleground;
2026 mapstruct *m; 2284 maptile *m;
2027 2285
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2286 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2287 ny = freearr_y[dir] + op->y;
2032 2288
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2289 on_battleground = op_on_battleground (op, NULL, NULL);
2034 2290
2035 /* If braced, or can't move to the square, and it is not out of the 2291 /* 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 2292 * 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 2293 * 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 2294 * 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 2295 * 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 2296 * 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 2297 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2298 * move_ob uses.
2043 */ 2299 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2304 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2305 if (!m)
2048 } 2306 return; /* Don't think this should happen */
2049 else m =tpl->map; 2307 }
2050 2308 else
2309 m = op->map;
2310
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2053 return; 2314 return;
2054 } 2315 }
2055 2316
2056 mon = NULL; 2317 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2318 /* 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. 2319 * 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 2320 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2321 * on the space
2061 */ 2322 */
2062 while (tmp!=NULL) { 2323 while (tmp != NULL)
2324 {
2063 if (tmp == op) { 2325 if (tmp == op)
2064 tmp=tmp->above; 2326 {
2065 continue; 2327 tmp = tmp->above;
2066 } 2328 continue;
2329 }
2330
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2332 {
2069 break; 2333 mon = tmp;
2070 } 2334 break;
2335 }
2336
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2338 mon = tmp;
2339
2073 tmp=tmp->above; 2340 tmp = tmp->above;
2074 } 2341 }
2075 2342
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2343 if (mon == NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2344 return; /* into a wall */
2078 2345
2079 if(mon->head != NULL) 2346 if (mon->head != NULL)
2080 mon = mon->head; 2347 mon = mon->head;
2081 2348
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2350 if (player_attack_door (op, mon))
2351 return;
2084 2352
2085 /* The following deals with possibly attacking peaceful 2353 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2354 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2355 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2356 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2357 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2358 * and thus will not push them.
2091 */ 2359 */
2092 2360
2093 /* If the creature is a pet, push it even if the player is not 2361 /* 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 2362 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2363 * player owns it and it is either friendly or unagressive.
2096 */ 2364 */
2097 if ((op->type==PLAYER) 2365 if ((op->type == PLAYER)
2098#if COZY_SERVER 2366#if COZY_SERVER
2099 && 2367 &&
2100 ( 2368 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2370#else
2106 && get_owner(mon)==op 2371 && mon->owner == op
2107#endif 2372#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2374 {
2110 /* If we're braced, we don't want to switch places with it */ 2375 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2376 if (op->contr->braced)
2377 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2379 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2380 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op);
2115 return; 2382 return;
2116 } 2383 }
2117 2384
2118 /* in certain circumstances, you shouldn't attack friendly 2385 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2386 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2387 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2388 * attack them either.
2122 */ 2389 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2390 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2392#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2393 (op->contr->peaceful
2394 || (mon->type == PLAYER
2395 && mon->contr->
2396 peaceful)) &&
2128#else 2397#else
2129 op->contr->peaceful && 2398 op->contr->peaceful &&
2130#endif 2399#endif
2131 !on_battleground 2400 !on_battleground))
2401 {
2402 if (!op->contr->braced)
2132 )) { 2403 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2405 (void) push_ob (mon, dir, op);
2136 } else { 2406 }
2407 else
2408 {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2409 new_draw_info (0, 0, op, "You withhold your attack");
2138 } 2410 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2411 if (op->contr->tmp_invis || op->hide)
2140 } 2412 make_visible (op);
2413 }
2141 2414
2142 /* If the object is a boulder or other rollable object, then 2415 /* 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. 2416 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2417 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2419 {
2146 recursive_roll(mon,dir,op); 2420 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2421 if (action_makes_visible (op))
2148 } 2422 make_visible (op);
2423 }
2149 2424
2150 /* Any generic living creature. Including things like doors. 2425 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2426 * 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: 2427 * 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 2428 * 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. 2429 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2430 */
2156 2431
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2434 {
2160 2435
2161 /* If the player hasn't hit something this tick, and does 2436 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2437 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2438 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2439 * incurred a 1 tick offset.
2165 */ 2440 */
2166 if (!op->contr->has_hit) { 2441 if (!op->contr->has_hit)
2442 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2443 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2444
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2446 }
2171 2447
2172 skill_attack(mon, op, 0, NULL, NULL); 2448 skill_attack (mon, op, 0, NULL, NULL);
2173 2449
2174 /* If attacking another player, that player gets automatic 2450 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2451 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2452 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2453 * the wiz.
2178 */ 2454 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2455 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)) { 2456 {
2181 short luck = mon->stats.luck; 2457 short luck = mon->stats.luck;
2458
2182 mon->contr->has_hit = 1; 2459 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2460 skill_attack (op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2461 mon->stats.luck = luck;
2185 } 2462 }
2186 if(action_makes_visible(op)) make_visible(op); 2463 if (action_makes_visible (op))
2187 } 2464 make_visible (op);
2465 }
2188 } /* if player should attack something */ 2466 } /* if player should attack something */
2189} 2467}
2190 2468
2469int
2191int move_player(object *op,int dir) { 2470move_player (object *op, int dir)
2471{
2192 int pick; 2472 int pick;
2193 object *transport = op->contr->transport;
2194 2473
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2474 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; 2475 return 0;
2476
2477 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9))
2479 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0;
2482 }
2483
2484 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487
2488 op->facing = dir;
2489
2490 if (op->hide)
2491 do_hidden_move (op);
2492
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ;
2495 else if (op->contr->fire_on)
2496 fire (op, dir);
2497 else
2498 {
2499 move_player_attack (op, dir);
2500 pick = check_pick (op);
2501 }
2502
2503 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing.
2505 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir;
2509 }
2510 else
2511 {
2512 op->direction = 0;
2513 }
2514 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities
2516 * for players.
2517 */
2518 animate_object (op, op->facing);
2519 return 0;
2257} 2520}
2258 2521
2259/* This is similar to handle_player, below, but is only used by the 2522/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2523 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2524 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2525 * the new speed values for commands.
2263 * 2526 *
2264 * Returns true if there are more actions we can do. 2527 * Returns true if there are more actions we can do.
2265 */ 2528 */
2529int
2266int handle_newcs_player(object *op) 2530handle_newcs_player (object *op)
2267{ 2531{
2268 if (op->contr->hidden) { 2532 if (op->contr->hidden)
2533 {
2269 op->invisible = 1000; 2534 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2535 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2536 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2537 * alternate it here for it to work correctly.
2273 */ 2538 */
2274 if (pticks & 2) op->invisible--; 2539 if (pticks & 2)
2540 op->invisible--;
2275 } 2541 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2277 op->invisible--; 2544 op->invisible--;
2278 if(!op->invisible) { 2545 if (!op->invisible)
2546 {
2279 make_visible(op); 2547 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2549 }
2282 } 2550 }
2283 2551
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2285 flee_player(op); 2554 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2555 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 {
2288 op->speed_left--; 2558 op->speed_left--;
2289 return 0; 2559 return 0;
2290 } 2560 }
2291 } 2561 }
2292 2562
2293 /* I've been seeing crashes where the golem has been destroyed, but 2563 /* 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 2564 * 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 2565 * 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. 2566 * put this in a a workaround to clean up the golem pointer.
2297 */ 2567 */
2298 if (op->contr->ranges[range_golem] && 2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2569 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2570
2305 /* call this here - we also will call this in do_ericserver, but 2571 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2572 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2573 * called, so we recheck it here.
2308 */ 2574 */
2309 HandleClient(&op->contr->socket, op->contr); 2575 HandleClient (&op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0; 2576 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; 2577 return 0;
2325}
2326 2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction);
2589 if (op->speed_left > 0)
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0;
2595}
2596
2597int
2327int save_life(object *op) { 2598save_life (object *op)
2599{
2328 object *tmp; 2600 object *tmp;
2329 2601
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2602 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; 2603 return 0;
2604
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610
2611 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count);
2613
2614 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616
2617 if (op->stats.hp < 0)
2618 op->stats.hp = op->stats.maxhp;
2619
2620 if (op->stats.food < 0)
2621 op->stats.food = 999;
2622
2623 fix_player (op);
2624 return 1;
2625 }
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */
2629 return 0;
2355} 2630}
2356 2631
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2632/* 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 2633 * 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 2634 * function will descend into containers. op is the object to start the search
2360 * from. 2635 * from.
2361 */ 2636 */
2637void
2362void remove_unpaid_objects(object *op, object *env) 2638remove_unpaid_objects (object *op, object *env)
2363{ 2639{
2364 object *next; 2640 object *next;
2365 2641
2366 while (op) { 2642 while (op)
2643 {
2367 next=op->below; /* Make sure we have a good value, in case 2644 next = op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2645 * we remove object 'op'
2369 */ 2646 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2648 {
2649 op->remove ();
2372 op->x = env->x; 2650 op->x = env->x;
2373 op->y = env->y; 2651 op->y = env->y;
2374 if (env->type == PLAYER) 2652 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2653 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2654 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2655 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2656 else if (op->inv)
2379 op=next; 2657 remove_unpaid_objects (op->inv, env);
2658 op = next;
2380 } 2659 }
2381} 2660}
2382 2661
2383 2662
2384/* 2663/*
2386 * Moved from apply.c to player.c - player.c is what 2665 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2666 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2667 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2668 * but there isn't one in the server directory.
2390 */ 2669 */
2670char *
2391char *gravestone_text (object *op) 2671gravestone_text (object *op)
2392{ 2672{
2393 static char buf2[MAX_BUF]; 2673 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2674 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2675 time_t now = time (NULL);
2396 2676
2397 strcpy (buf2, " R.I.P.\n\n"); 2677 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2678 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2680 else
2401 sprintf (buf, "%s\n", op->name); 2681 sprintf (buf, "%s\n", &op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2682 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2683 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2685 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2686 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2687 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2688 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2689 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2690 if (op->type == PLAYER)
2691 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2692 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2693 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2694 strcat (buf2, buf);
2414 } 2695 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2697 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2698 strcat (buf2, buf);
2418 return buf2; 2699 return buf2;
2419} 2700}
2420 2701
2421 2702
2422 2703
2704void
2423void do_some_living(object *op) { 2705do_some_living (object *op)
2706{
2424 int last_food=op->stats.food; 2707 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2708 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2709 int over_hp, over_sp, over_grace;
2427 int i; 2710 int i;
2428 int rate_hp = 1200; 2711 int rate_hp = 1200;
2429 int rate_sp = 2500; 2712 int rate_sp = 2500;
2430 int rate_grace = 2000; 2713 int rate_grace = 2000;
2431 const int max_hp = 1; 2714 const int max_hp = 1;
2432 const int max_sp = 1; 2715 const int max_sp = 1;
2433 const int max_grace = 1; 2716 const int max_grace = 1;
2434 2717
2435 if (op->contr->outputs_sync) { 2718 if (op->contr->outputs_sync)
2719 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2721 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]); 2722 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2723 }
2441 2724
2442 if(op->contr->state==ST_PLAYING) { 2725 if (op->contr->state == ST_PLAYING)
2726 {
2443 2727
2444 /* these next three if clauses make it possible to SLOW DOWN 2728 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2729 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2730 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2732 else
2733 {
2449 gen_hp = op->stats.maxhp; 2734 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2736 }
2452 if(op->contr->gen_sp >= 0 ) 2737 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2739 else
2740 {
2455 gen_sp = op->stats.maxsp; 2741 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2743 }
2458 if(op->contr->gen_grace >= 0) 2744 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2746 else
2747 {
2461 gen_grace = op->stats.maxgrace; 2748 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2750 }
2464 2751
2465 /* Regenerate Spell Points */ 2752 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2755 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) { 2756 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2757 {
2758 op->stats.sp++;
2470 /* dms do not consume food */ 2759 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2761 {
2762 op->stats.food--;
2473 if(op->contr->digestion<0) 2763 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2764 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2765 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; 2766 op->stats.food = last_food;
2767 }
2768 }
2769 if (max_sp > 1)
2770 {
2771 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0)
2773 {
2774 if (op->stats.sp < op->stats.maxsp)
2775 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--;
2779 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp;
2781 }
2782 op->last_sp = 0;
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2478 } 2793 }
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 2794
2499 /* Regenerate Grace */ 2795 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2797 if (--op->last_grace < 0)
2798 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2799 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2800 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2801 if (max_grace > 1)
2802 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2804 if (over_grace > 0)
2507 op->stats.sp += over_grace 2805 {
2806 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; 2807 + (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; 2808 op->last_grace = 0;
2510 } else { 2809 }
2810 else
2811 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2813 }
2513 } else { 2814 }
2815 else
2816 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2818 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2819 /* wearing stuff doesn't detract from grace generation. */
2517 } 2820 }
2518 2821
2519 /* Regenerate Hit Points */ 2822 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2823 if (--op->last_heal < 0)
2824 {
2521 if(op->stats.hp<op->stats.maxhp) { 2825 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2826 {
2827 op->stats.hp++;
2523 /* dms do not consume food */ 2828 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2829 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2830 {
2831 op->stats.food--;
2526 if(op->contr->digestion<0) 2832 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2833 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2834 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; 2835 op->stats.food = last_food;
2836 }
2837 }
2838 if (max_hp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2844 op->last_heal = 0;
2845 }
2846 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 }
2850 }
2851 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 }
2531 } 2855 }
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 2856
2547 /* Digestion */ 2857 /* Digestion */
2548 if(--op->last_eat<0) { 2858 if (--op->last_eat < 0)
2859 {
2549#ifdef COZY_SERVER 2860#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2863#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2864 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 2865#endif
2557 2866
2558 if(op->contr->gen_hp > 0) 2867 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2869 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2871 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2872 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2873 op->stats.food--;
2874 }
2565 } 2875 }
2566 2876
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2878 {
2568 object *tmp, *flesh=NULL; 2879 object *tmp, *flesh = NULL;
2569 2880
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2888 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2889 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2890 break;
2577 } 2891 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2892 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2893 flesh = tmp;
2580 } /* end of for loop */ 2894 } /* End if paid for object */
2895 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2896 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2897 * eat flesh instead.
2583 */ 2898 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2902 manual_apply (op, flesh, 0);
2587 } 2903 }
2588 } /* end if player is starving */ 2904 } /* end if player is starving */
2589 2905
2590 while(op->stats.food<0&&op->stats.hp>0) 2906 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2907 op->stats.food++, op->stats.hp--;
2592 2908
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2594 kill_player(op); 2910 kill_player (op);
2595} 2911}
2596 2912
2597 2913
2598 2914
2599/* If the player should die (lack of hp, food, etc), we call this. 2915/* 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 2916 * 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 2917 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2918 * file.
2603 */ 2919 */
2920void
2604void kill_player(object *op) 2921kill_player (object *op)
2605{ 2922{
2606 char buf[MAX_BUF]; 2923 char buf[MAX_BUF];
2607 int x,y,i; 2924 int x, y;
2925
2926 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2927 maptile *map; /* this is for resurrection */
2928
2609 int z; 2929 /* int z;
2610 int num_stats_lose; 2930 int num_stats_lose;
2611 int lost_a_stat; 2931 int lost_a_stat;
2612 int lose_this_stat; 2932 int lose_this_stat;
2613 int this_stat; 2933 int this_stat; */
2614 int will_kill_again; 2934 int will_kill_again;
2615 archetype *at; 2935 archetype *at;
2616 object *tmp; 2936 object *tmp;
2617 2937
2618 if(save_life(op)) 2938 if (save_life (op))
2619 return; 2939 return;
2620 2940
2621 2941
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2942 /* 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. 2943 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2944 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2945 */
2626 if (op_on_battleground(op, &x, &y)) { 2946 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2947 {
2628 "You have been defeated in combat!"); 2948 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, 2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2950
2631
2632 /* restore player */ 2951 /* restore player */
2633 at = find_archetype("poisoning"); 2952 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2954 if (tmp)
2636 remove_ob(tmp); 2955 {
2637 free_object(tmp); 2956 tmp->destroy ();
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2958 }
2640 2959
2641 at = find_archetype("confusion"); 2960 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2962 if (tmp)
2644 remove_ob(tmp); 2963 {
2645 free_object(tmp); 2964 tmp->destroy ();
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2966 }
2648 2967
2649 cure_disease(op,0); /* remove any disease */ 2968 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2970 if (op->stats.food <= 0)
2652 2971 op->stats.food = 999;
2972
2653 /* create a bodypart-trophy to make the winner happy */ 2973 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2974 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 2975 if (tmp != NULL)
2656 { 2976 {
2657 sprintf(buf,"%s's finger",op->name); 2977 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2978 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2979 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2980 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2982 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2983 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2984 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2985 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 2986 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 2987 }
2988
2670 /* teleport defeated player to new destination*/ 2989 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2990 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2991 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; 2992 return;
2993 }
2679 2994
2995 INVOKE_PLAYER (DEATH, op->contr);
2996
2680 command_kill_pets (op, 0); 2997 command_kill_pets (op, 0);
2681 2998
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2999 if (op->stats.food < 0)
3000 {
2685 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3003 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..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 3005 op->stats.food = 999;
2689 return; 3006 return;
2690 } 3007 }
2691 sprintf(buf,"%s starved to death.",op->name); 3008 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 3009 strcpy (op->contr->killer, "starvation");
3010 }
3011 else
2693 } 3012 {
2694 else {
2695 if (op->contr->explore) { 3013 if (op->contr->explore)
3014 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3015 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..."); 3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 3017 op->stats.hp = op->stats.maxhp;
2699 return; 3018 return;
2700 } 3019 }
2701 sprintf(buf,"%s died.",op->name); 3020 sprintf (buf, "%s died.", &op->name);
2702 } 3021 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3023
2705 /* save the map location for corpse, gravestone*/ 3024 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3025 x = op->x;
3026 y = op->y;
3027 map = op->map;
2707 3028
2708 3029
2709 if (settings.not_permadeth == TRUE) { 3030 if (settings.not_permadeth == TRUE)
3031 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3032 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 3033 * 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. 3034 * See the config.h file for a little more in depth detail about this.
2713 */ 3035 */
2714 3036
2715 /* Basically two ways to go - remove a stat permanently, or just 3037 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3038 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3039 * of death.
2718 */ 3040 */
2719#ifndef COZY_SERVER 3041#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3042 if (settings.balanced_stat_loss)
3043 {
2721 /* If stat loss is permanent, lose one stat only. */ 3044 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 3045 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 3046 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3047 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3048 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3049 little bit harder. */
2727 /* GD */ 3050 /* GD */
2728 if (settings.stat_loss_on_death) 3051 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3052 num_stats_lose = 1;
2730 else 3053 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3055 }
3056 else
3057 {
2733 num_stats_lose = 1; 3058 num_stats_lose = 1;
2734 } 3059 }
2735 lost_a_stat = 0; 3060 lost_a_stat = 0;
2736 3061
2737 for (z=0; z<num_stats_lose; z++) { 3062 for (z = 0; z < num_stats_lose; z++)
3063 {
2738 i = RANDOM() % NUM_STATS; 3064 i = RANDOM () % NUM_STATS;
2739 3065
2740 if (settings.stat_loss_on_death) { 3066 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 3067 {
2755 dep = present_arch_in_ob(deparch,op); 3068 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3069 * what he lost.
2757 dep = arch_to_object(deparch); 3070 */
2758 insert_ob_in_ob(dep, op); 3071 change_attr_value (&(op->stats), i, -1);
2759 } 3072 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3073 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3074 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3076 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 3077 }
2788 if (lose_this_stat) { 3078 else
3079 {
3080 /* deplete a stat */
3081 archetype *deparch = archetype::find ("depletion");
3082 object *dep;
3083
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 {
3087 dep = arch_to_object (deparch);
3088 insert_ob_in_ob (dep, op);
3089 }
3090 lose_this_stat = 1;
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0)
3097 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 3126 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3127 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3128 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 3129 * and should be roughly the same, so it shouldn't make a
2794 * difference. 3130 * difference.
2795 */ 3131 */
2796 if (this_stat>=-50) { 3132 if (this_stat >= -50)
3133 {
2797 change_attr_value(&(dep->stats), i, -1); 3134 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3135 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3137 fix_player (op);
2801 lost_a_stat = 1; 3138 lost_a_stat = 1;
2802 } 3139 }
2803 } 3140 }
2804 } 3141 }
2805 } 3142 }
2806 /* If no stat lost, tell the player. */ 3143 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3144 if (!lost_a_stat)
2808 { 3145 {
2809 /* determine_god() seems to not work sometimes... why is this? 3146 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3147 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3148 const char *god = determine_god (op);
3149
2812 if (god && (strcmp(god, "none"))) 3150 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3151 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" 3152 else
2815 " you.", god); 3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else 3154 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3155#else
2818 " feel a holy presence protecting you."); 3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2819 }
2820#endif 3157#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3158
2824 /* Put a gravestone up where the character 'almost' died. List the 3159 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3160 * exp loss on the stone.
2826 */ 3161 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3162 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3163 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3164 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3165 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3166 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3167 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" 3168 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; 3169 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3170 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3171
2841 /**************************************/ 3172 /**************************************/
2842 /* */ 3173 /* */
2843 /* Subtract the experience points, */ 3174 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3175 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3176 /* food, and reset HP's... */
2846 /* */ 3177 /* */
2847 /**************************************/ 3178 /**************************************/
2848 3179
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3180 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3181 /* restore player */
2851 at = find_archetype("poisoning"); 3182 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3183 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3184
2854 remove_ob(tmp); 3185 if (tmp)
2855 free_object(tmp); 3186 {
3187 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3189 }
2858 3190
2859 at = find_archetype("confusion"); 3191 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3192 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3193 if (tmp)
2862 remove_ob(tmp); 3194 {
2863 free_object(tmp); 3195 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3197 }
3198
2866 cure_disease(op,0); /* remove any disease */ 3199 cure_disease (op, 0); /* remove any disease */
2867 3200
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3201 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3202 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3205 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3208
2875 /* 3209 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 3210 * 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 3211 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 3212 * in the map.
2879 */ 3213 */
2880 3214
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3215 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3216 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3217
2889 /****************************************/ 3218 /****************************************/
2890 /* */ 3219 /* */
2891 /* Move player to his current respawn- */ 3220 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3221 /* position (usually last savebed) */
2893 /* */ 3222 /* */
2894 /****************************************/ 3223 /****************************************/
2895 3224
2896 enter_player_savebed(op); 3225 enter_player_savebed (op);
2897 3226
2898 /* Save the player before inserting the force to reduce 3227 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3228 * chance of abuse.
2900 */ 3229 */
2901 op->contr->braced=0; 3230 op->contr->braced = 0;
2902 save_player(op,1); 3231 save_player (op, 1);
2903 3232
2904 /* it is possible that the player has blown something up 3233 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3234 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3235 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3236 * on the space that might harm the player.
2908 */ 3237 */
2909 will_kill_again=0; 3238 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 3240 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3241 will_kill_again |= tmp->attacktype;
2913 } 3242
2914 if (will_kill_again) { 3243 if (will_kill_again)
3244 {
2915 object *force; 3245 object *force;
2916 int at; 3246 int at;
2917 3247
2918 force=get_archetype(FORCE_NAME); 3248 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3249 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3250 force->speed = 0.1;
2921 force->speed_left=-5.0; 3251 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3252 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3253 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 3254 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3255 force->resist[at] = 100;
2926 } 3256
2927 insert_ob_in_ob(force, op); 3257 insert_ob_in_ob (force, op);
2928 fix_player(op); 3258 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3259
3260 }
3261
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3263 return;
2940 } /* NOT_PERMADETH */ 3264 } /* NOT_PERMADETH */
2941 else { 3265 else
3266 {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 3268 * should probably be embedded in an else statement.
2944 */ 3269 */
2945 3270
2946 op->contr->party=NULL; 3271 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3272 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3273 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3275 check_score (op);
3276
2951 if(op->contr->ranges[range_golem]!=NULL) { 3277 if (op->contr->ranges[range_golem])
3278 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3279 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3280 op->contr->ranges[range_golem]->destroy ();
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3281 op->contr->ranges[range_golem] = 0;
2956 op->contr->golem_count=0; 3282 }
2957 } 3283
2958 loot_object(op); /* Remove some of the items for good */ 3284 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3285 op->remove ();
2960 op->direction=0; 3286 op->direction = 0;
2961 3287
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
2963 delete_character(op->name,0); 3290 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3291 if (settings.resurrection == TRUE)
3292 {
2965 /* save playerfile sans equipment when player dies 3293 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3294 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3295 ** type spells will work on them nicely
2968 */ 3296 */
2969 delete_character(op->name,0); 3297 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3298 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3299 op->stats.food = 999;
2972 3300
2973 /* set the location of where the person will reappear when */ 3301 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3302 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3304 if (op->map != NULL)
2977 op->map = NULL; 3305 op->map = NULL;
2978 op->x = settings.emergency_x; 3306 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3307 op->y = settings.emergency_y;
2980 save_player(op,0); 3308 save_player (op, 0);
2981 op->map = map; 3309 op->map = map;
2982 /* please see resurrection.c: peterm */ 3310 /* please see resurrection.c: peterm */
2983 dead_player(op); 3311 dead_player (op);
2984 } else { 3312 }
3313 else
2985 delete_character(op->name,1); 3314 delete_character (op->name, 1);
2986 } 3315 }
2987 } 3316
2988 play_again(op); 3317 play_again (op);
2989 3318
2990 /* peterm: added to create a corpse at deathsite. */ 3319 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3321 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3322 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3323 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3324 tmp->x = x;
2997 if (tmp->msg) 3325 tmp->y = y;
2998 free_string(tmp->msg); 3326 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3327 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3328 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3329 }
3003} 3330}
3004 3331
3005 3332
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3333void
3334loot_object (object *op)
3335{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3336 object *tmp, *tmp2, *next;
3008 3337
3009 if (op->container) { /* close open sack first */ 3338 if (op->container)
3339 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3340 esrv_apply_container (op, op->container);
3011 } 3341 }
3012 3342
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3343 for (tmp = op->inv; tmp != NULL; tmp = next)
3344 {
3014 next=tmp->below; 3345 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3346 if (tmp->type == EXPERIENCE || tmp->invisible)
3016 remove_ob(tmp); 3347 continue;
3348 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 3349 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3350 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3351 { /* empty container to ground */
3020 } 3352 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3353 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3355 {
3023 if(tmp->nrof>1) { 3356 if (tmp->nrof > 1)
3357 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3359 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3361 }
3362 else
3363 tmp->destroy ();
3364 }
3027 } else 3365 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3366 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3367 }
3032} 3368}
3033 3369
3034/* 3370/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3371 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3372 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3373 * was changed.
3038 */ 3374 */
3039 3375
3376void
3040void fix_weight(void) { 3377fix_weight (void)
3378{
3041 player *pl; 3379 player *pl;
3380
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384
3044 if(old == sum) 3385 if (old == sum)
3045 continue; 3386 continue;
3046 fix_player(pl->ob); 3387 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3389 }
3050} 3390}
3051 3391
3392void
3052void fix_luck(void) { 3393fix_luck (void)
3394{
3053 player *pl; 3395 player *pl;
3396
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3397 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3398 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3399 change_luck (pl->ob, 0);
3057} 3400}
3058 3401
3059 3402
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3403/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3404 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3405 * just treat this as any other spell casting object.
3063 */ 3406 */
3064 3407
3065void 3408void
3066cast_dust (object * op, object * throw_ob, int dir) 3409cast_dust (object *op, object *throw_ob, int dir)
3067{ 3410{
3068 object *skop, *spob; 3411 object *skop, *spob;
3069 3412
3070 skop = find_skill_by_name (op, throw_ob->skill); 3413 skop = find_skill_by_name (op, throw_ob->skill);
3071 3414
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3415 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3416 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3417 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3418 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 3419 return;
3078 } 3420 }
3079 3421
3080 spob = throw_ob->inv; 3422 spob = throw_ob->inv;
3081 3423
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3424 // 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 3425 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3426 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3427 if (!spob)
3086 { 3428 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3429 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; 3430 return;
3090 } 3431 }
3091 3432
3092 if (op->type == PLAYER) 3433 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3434 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3435
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3436 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3437
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3438 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3439}
3101 3440
3441void
3102void make_visible (object *op) { 3442make_visible (object *op)
3443{
3103 op->hide = 0; 3444 op->hide = 0;
3104 op->invisible = 0; 3445 op->invisible = 0;
3105 if(op->type==PLAYER) { 3446 if (op->type == PLAYER)
3447 {
3106 op->contr->tmp_invis = 0; 3448 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3449 op->contr->invis_race = 0;
3108 } 3450 }
3109 update_object(op,UP_OBJ_FACE); 3451 update_object (op, UP_OBJ_FACE);
3110} 3452}
3111 3453
3454int
3112int is_true_undead(object *op) { 3455is_true_undead (object *op)
3456{
3113 object *tmp=NULL; 3457 object *tmp = NULL;
3114 3458
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1;
3116 3461
3117 if(op->type==PLAYER) 3462 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3121 return 0; 3467 return 0;
3122} 3468}
3123 3469
3124/* look at the surrounding terrain to determine 3470/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3471 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3472 * indicate greater hideability.
3127 */ 3473 */
3128 3474
3475int
3129int hideability(object *ob) { 3476hideability (object *ob)
3477{
3130 int i,level=0, mflag; 3478 int i, level = 0, mflag;
3131 sint16 x,y; 3479 sint16 x, y;
3132 3480
3133 if(!ob||!ob->map) return 0; 3481 if (!ob || !ob->map)
3482 return 0;
3134 3483
3135 /* so, on normal lighted maps, its hard to hide */ 3484 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3485 level = ob->map->darkness - 2;
3137 3486
3138 /* this also picks up whether the object is glowing. 3487 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3488 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3489 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3490 if (has_carried_lights (ob))
3491 level = -(10 + (2 * ob->map->darkness));
3142 3492
3143 /* scan through all nearby squares for terrain to hide in */ 3493 /* 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]) { 3494 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3495 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3497 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue;
3500 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3502 level += 2;
3149 else /* open terrain! */ 3503 else /* open terrain! */
3150 level -= 1; 3504 level -= 1;
3151 } 3505 }
3152 3506
3153#if 0 3507#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3508 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3509#endif
3156 return level; 3510 return level;
3157} 3511}
3158 3512
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3513/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3514 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3515 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3516 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3517 */
3164 3518
3519void
3165void do_hidden_move (object *op) { 3520do_hidden_move (object *op)
3521{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3523 object *skop;
3168 3524
3169 if(!op || !op->map) return; 3525 if (!op || !op->map)
3526 return;
3170 3527
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3529
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3530 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3531 if (op->type == PLAYER && op->contr->run_on)
3532 {
3175 if(!skop || num >= skop->level) { 3533 if (!skop || num >= skop->level)
3534 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3536 make_visible (op);
3178 return; 3537 return;
3179 } else num += 20; 3538 }
3539 else
3540 num += 20;
3180 } 3541 }
3181 num += op->map->difficulty; 3542 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3543 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3544 num -= hide;
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 {
3185 make_visible(op); 3547 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3548 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3550 }
3189 else if (op->type == PLAYER && skop) { 3551 else if (op->type == PLAYER && skop)
3552 {
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 } 3554 }
3192} 3555}
3193 3556
3194/* determine if who is standing near a hostile creature. */ 3557/* determine if who is standing near a hostile creature. */
3195 3558
3559int
3196int stand_near_hostile( object *who ) { 3560stand_near_hostile (object *who)
3561{
3197 object *tmp=NULL; 3562 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3563 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3564 maptile *m;
3200 sint16 x,y; 3565 sint16 x, y;
3201 3566
3202 if(!who) return 0; 3567 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; 3568 return 0;
3569
3570 if (who->type == PLAYER)
3571 player = 1;
3572
3573 else
3574 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3575
3576 /* search adjacent squares */
3577 for (i = 1; i < 9; i++)
3578 {
3579 x = who->x + freearr_x[i];
3580 y = who->y + freearr_y[i];
3581 m = who->map;
3582 mflags = get_map_flags (m, &m, x, y, &x, &y);
3583 /* space must be blocked if there is a monster. If not
3584 * blocked, don't need to check this space.
3585 */
3586 if (mflags & P_OUT_OF_MAP)
3587 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue;
3590
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3592 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1;
3595 else if (tmp->type == PLAYER)
3596 {
3597 /*don't let a hidden DM prevent you from hiding */
3598 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3599 return 1;
3600 }
3601 }
3602 }
3603 return 0;
3232} 3604}
3233 3605
3234/* check the player los field for viewability of the 3606/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3607 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3608 * 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. 3615 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3616 * -b.t.
3245 * This function is now map tiling safe. 3617 * This function is now map tiling safe.
3246 */ 3618 */
3247 3619
3620int
3248int player_can_view (object *pl,object *op) { 3621player_can_view (object *pl, object *op)
3622{
3249 rv_vector rv; 3623 rv_vector rv;
3250 int dx,dy; 3624 int dx, dy;
3251 3625
3252 if(pl->type!=PLAYER) { 3626 if (pl->type != PLAYER)
3627 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3628 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; 3629 return -1;
3279 op = op->more;
3280 } 3630 }
3631 if (!pl || !op)
3281 return 0; 3632 return 0;
3633
3634 if (op->head)
3635 {
3636 op = op->head;
3637 }
3638 get_rangevector (pl, op, &rv, 0x1);
3639
3640 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any
3642 * part that is in the los array but isnt on
3643 * a blocked los square.
3644 * we use the archetype to figure out offsets.
3645 */
3646 while (op)
3647 {
3648 dx = rv.distance_x + op->arch->clone.x;
3649 dy = rv.distance_y + op->arch->clone.y;
3650
3651 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values.
3654 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3658 return 1;
3659 op = op->more;
3660 }
3661 return 0;
3282} 3662}
3283 3663
3284/* routine for both players and monsters. We call this when 3664/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3665 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3666 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3667 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3668 * return 0.
3289 */ 3669 */
3670int
3290int action_makes_visible (object *op) { 3671action_makes_visible (object *op)
3672{
3291 3673
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3677 return 0;
3295 3678
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3679 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0;
3297 3681
3298 /* If monsters, they should become visible */ 3682 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3686 return 1;
3302 } 3687 }
3303 } 3688 }
3304 return 0; 3689 return 0;
3305} 3690}
3306 3691
3307/* op_on_battleground - checks if the given object op (usually 3692/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3693 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3694 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3695 * -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 3696 * 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 3697 * 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 3698 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3699 */
3700int
3315int op_on_battleground (object *op, int *x, int *y) { 3701op_on_battleground (object *op, int *x, int *y)
3702{
3316 object *tmp; 3703 object *tmp;
3317 3704
3318 /* A battleground-tile needs the following attributes to be valid: 3705 /* 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), 3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3708 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3709 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3710 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3712 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3717 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3718 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 {
3331 object *invtmp; 3721 object *invtmp;
3722
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3724 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3726 {
3727 if (x != NULL && y != NULL)
3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3729 return 1;
3730 }
3731 }
3732 }
3335 if (x != NULL && y != NULL) 3733 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3735 return 1;
3338 } 3736 }
3339 } 3737 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3738 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3739 /* If we got here, did not find a battleground */
3348 return 0; 3740 return 0;
3349} 3741}
3350 3742
3351/* 3743/*
3355 * attributes: 3747 * attributes:
3356 * object *who the dragon player 3748 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3749 * int atnr the attack-number of the ability focus
3358 * int level ability level 3750 * int level ability level
3359 */ 3751 */
3752void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3753dragon_ability_gain (object *who, int atnr, int level)
3754{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3755 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3756 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3757 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3758 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3759 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3760 int i = 0, j = 0;
3367 3761
3368 /* get the appropriate treasurelist */ 3762 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3763 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3764 trlist = find_treasurelist ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3765 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3766 trlist = find_treasurelist ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3767 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3768 trlist = find_treasurelist ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3769 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3770 trlist = find_treasurelist ("dragon_ability_poison");
3377 3771
3378 if (trlist == NULL || who->type != PLAYER) 3772 if (trlist == NULL || who->type != PLAYER)
3379 return; 3773 return;
3380 3774
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3776
3383
3384 if (tr == NULL || tr->item == NULL) { 3777 if (tr == NULL || tr->item == NULL)
3778 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3780 return;
3387 } 3781 }
3388 3782
3389 /* everything seems okay - now bring on the gift: */ 3783 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3784 item = &(tr->item->clone);
3391 3785
3392 if (item->type == SPELL) { 3786 if (item->type == SPELL)
3787 {
3393 if (check_spell_known (who, item->name)) 3788 if (check_spell_known (who, item->name))
3394 return; 3789 return;
3395 3790
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3791 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); 3792 do_learn_spell (who, item, 0);
3398 return; 3793 return;
3399 } 3794 }
3400 3795
3401 /* grant direct spell */ 3796 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3797 if (item->type == SPELLBOOK)
3798 {
3403 if (!item->inv) { 3799 if (!item->inv)
3800 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3801 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3802 return;
3407 } 3803 }
3408 if (check_spell_known (who, item->inv->name)) 3804 if (check_spell_known (who, item->inv->name))
3409 return; 3805 return;
3410 if (item->invisible) { 3806 if (item->invisible)
3807 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3808 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); 3809 do_learn_spell (who, item->inv, 0);
3413 return; 3810 return;
3414 } 3811 }
3415 } 3812 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3813 else if (item->type == SKILL_TOOL && item->invisible)
3814 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3815 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3816 {
3418 3817
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3818 /* 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 3819 * 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, 3820 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3821 * but not all of them, he gets nothing.
3423 */ 3822 */
3424 if (!(skop->attacktype & item->attacktype)) { 3823 if (!(skop->attacktype & item->attacktype))
3824 {
3425 /* Give new attacktype */ 3825 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3826 skop->attacktype |= item->attacktype;
3427 3827
3428 /* always add physical if there's none */ 3828 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3829 skop->attacktype |= AT_PHYSICAL;
3430 3830
3431 if (item->msg != NULL) 3831 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3832 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3833
3434 /* Give player new face */ 3834 /* Give player new face */
3435 if (item->animation_id) { 3835 if (item->animation_id)
3836 {
3436 who->face = skop->face; 3837 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3838 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3839 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3840 who->last_anim = 0;
3440 who->state = 0; 3841 who->state = 0;
3441 animate_object(who, who->direction); 3842 animate_object (who, who->direction);
3442 } 3843 }
3844 }
3845 }
3443 } 3846 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3847 else if (item->type == FORCE)
3848 {
3447 /* forces in the treasurelist can alter the player's stats */ 3849 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3850 object *skin;
3851
3449 /* first get the dragon skin force */ 3852 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3451 skin=skin->below); 3854 if (skin == NULL)
3452 if (skin == NULL) return; 3855 return;
3453 3856
3454 /* adding new spellpath attunements */ 3857 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3860 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3861
3458 /* print message */ 3862 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3863 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3864 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3865 {
3462 if (j) 3866 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3867 {
3464 else 3868 if (j)
3465 j = 1; 3869 strcat (buf, " and ");
3870 else
3871 j = 1;
3466 strcat(buf, spellpathnames[i]); 3872 strcat (buf, spellpathnames[i]);
3467 } 3873 }
3468 } 3874 }
3469 strcat(buf,"."); 3875 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3876 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3877 }
3472 3878
3473 /* evtl. adding flags: */ 3879 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3880 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3881 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3882 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3883 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3884 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3885 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3886
3481 /* print message if there is one */ 3887 /* print message if there is one */
3482 if (item->msg != NULL) 3888 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3889 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3890 }
3891 else
3484 } 3892 {
3485 else {
3486 /* generate misc. treasure */ 3893 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3894 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3895 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); 3896 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3897 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3898 esrv_send_item (who, tmp);
3492 } 3899 }
3493} 3900}
3494 3901
3495/** 3902/**
3496 * Unready an object for a player. This function does nothing if the object was 3903 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3904 * not readied.
3498 */ 3905 */
3906void
3499void player_unready_range_ob(player *pl, object *ob) { 3907player_unready_range_ob (player *pl, object *ob)
3908{
3500 rangetype i; 3909 rangetype i;
3501 3910
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3503 if (pl->ranges[i] == ob) { 3913 if (pl->ranges[i] == ob)
3914 {
3504 pl->ranges[i] = NULL; 3915 pl->ranges[i] = NULL;
3505 if (pl->shoottype == i) { 3916 if (pl->shoottype == i)
3917 {
3506 pl->shoottype = range_none; 3918 pl->shoottype = range_none;
3507 } 3919 }
3508 } 3920 }
3509 } 3921 }
3510} 3922}

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