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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 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 1.5 2006/08/26 08:44:06 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
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 (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 239 p->clear ();
234 240
235 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 242 * we deal with that below this point.
237 */ 243 */
238 p->party=NULL; 244 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 248 p->Swap_First = -1;
243 249
244#ifdef AUTOSAVE 250#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
246#endif 252#endif
247 253
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 255
250 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 257 p->ob = op;
252 op->speed_left=0.5; 258 op->speed_left = 0.5;
253 op->speed=1.0; 259 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 261 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
257 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 */
258 264
259 roll_stats(op); 265 roll_stats (op);
260 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
261 clear_los(op); 267 clear_los (op);
262 268
263 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
264 p->last_speed= -1; 270 p->last_speed = -1;
265 p->shoottype=range_none; 271 p->shoottype = range_none;
266 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 273 p->petmode = pet_normal;
268 p->listening=10; 274 p->listening = 10;
269 p->usekeys=containers; 275 p->usekeys = containers;
270 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 278 p->do_los = 1;
273 p->explore=0; 279 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
275 281
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
279 284
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 286
282 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
285 * at zero. 290 * at zero.
286 */ 291 */
287 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
288 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
290 } 296 }
291 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
292 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
293 } 300 }
294 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
296 303
297 p->socket.update_look=0; 304 p->socket.update_look = 0;
298 p->socket.look_position=0; 305 p->socket.look_position = 0;
299 return p; 306 return p;
300} 307}
301
302 308
303/* 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
304static void set_first_map(object *op) 311set_first_map (object *op)
305{ 312{
306 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 314 op->x = -1;
308 op->y = -1; 315 op->y = -1;
309 enter_exit(op, NULL); 316 enter_exit (op, NULL);
310} 317}
311 318
312/* Tries to add player on the connection passwd in ns. 319/* Tries to add player on the connection passwd in ns.
313 * 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
314 * mode. 321 * mode.
315 */ 322 */
316 323
317int add_player(NewSocket *ns) { 324int
325add_player (client_socket * ns)
326{
318 player *p; 327 player *p;
319 328
320 p=get_player(NULL); 329 p = get_player (NULL);
321 p->socket = *ns; 330 p->socket = *ns;
322 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
323 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
325 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));
326 /* 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.
327 * 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
328 * on the uncoming socket. 339 * on the uncoming socket.
329 */ 340 */
341 //TODO socket copying is EVIL, do not do this
330 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
331 set_first_map(p->ob); 343 set_first_map (p->ob);
332 344
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
335 send_rules(p->ob); 347 send_rules (p->ob);
336 send_news(p->ob); 348 send_news (p->ob);
337 display_motd(p->ob); 349 display_motd (p->ob);
338 get_name(p->ob); 350 get_name (p->ob);
351
339 return 0; 352 return 0;
340} 353}
341 354
342/* 355/*
343 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
346 */ 359 */
360archetype *
347archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
348{ 362{
349 archetype *start = at; 363 archetype *start = at;
364
350 for (;;) { 365 for (;;)
366 {
351 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
352 at=first_archetype; 368 at = first_archetype;
353 else 369 else
354 at=at->next; 370 at = at->next;
355 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
356 return at; 372 return at;
357 if (at == start) { 373 if (at == start)
374 {
358 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 376 exit (-1);
360 } 377 }
361 } 378 }
362} 379}
363 380
364 381
382object *
365object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
366 object *op = NULL; 385 object *op = NULL;
367 player *pl = NULL; 386 player *pl = NULL;
368 objectlink *ol; 387 objectlink *ol;
369 unsigned lastdist; 388 unsigned lastdist;
370 rv_vector rv; 389 rv_vector rv;
371 390
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
377 */ 397 */
378 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 {
379 object *tmp=ol->ob; 400 object *tmp = ol->ob;
380 401
381 /* 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
382 * itself will have been cleared. 403 * itself will have been cleared.
383 */ 404 */
384 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");
385 ol = ol->next; 406 ol = ol->next;
386 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
387 if (!ol) return op; 408 if (!ol)
388 } 409 return op;
410 }
389 411
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 414 * complicated method of state checking would be needed in any case -
393 * 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
394 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
396 */ 418 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 420 continue;
399 421
400 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
401 op=ol->ob; 424 op = ol->ob;
402 lastdist=rv.distance; 425 lastdist = rv.distance;
403 } 426 }
404 } 427 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
407 432
408 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
409 op=pl->ob; 434 {
410 lastdist=rv.distance; 435 op = pl->ob;
411 } 436 lastdist = rv.distance;
412 } 437 }
438 }
413 } 439 }
414#if 0 440#if 0
415 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)");
416#endif 442#endif
417 return op; 443 return op;
418} 444}
419 445
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 485 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 488 * is blocking itself.
463 */ 489 */
490int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
465 rv_vector rv; 493 rv_vector rv;
466 sint16 x,y; 494 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
469 497
470 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
471 499
472 if (rv.distance<mindiff) return 0; 500 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 501 return 0;
725}
726 502
727void 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];
728 519
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{
729 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';
730 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
731 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:");
732} 796}
733 797
798void
734void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
735 if (party == NULL) { 801 if (party == NULL)
802 {
736 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);
737 return; 804 return;
738 } 805 }
739 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
742 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:");
743} 810}
744 811
745 812
746/* 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
747int roll_stat(void) { 815roll_stat (void)
816{
748 int a[4],i,j,k; 817 int a[4], i, j, k;
749 818
750 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
752 821
753 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 823 if (a[i] < k)
755 k=a[i],j=i; 824 k = a[i], j = i;
756 825
757 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 827 {
828 if (i != j)
829 k += a[i];
830 }
761 return k; 831 return k;
762} 832}
763 833
834void
764void roll_stats(object *op) { 835roll_stats (object *op)
836{
765 int sum=0; 837 int sum = 0;
766 int i = 0, j = 0; 838 int i = 0, j = 0;
767 int statsort[7]; 839 int statsort[7];
768 840
841 do
769 do { 842 {
770 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
777 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;
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
781 853
782 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
790 862
791 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
792 do { 865 {
793 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
794 j = statsort[i]; 868 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 870 statsort[i + 1] = j;
797 i = 0; 871 i = 0;
798 } else { 872 }
799 i++; 873 else
800 } 874 {
875 i++;
876 }
877 }
801 } while (i < 6); 878 while (i < 6);
802 879
803 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
810 887
811 888
812 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
819 896
820 op->level=1; 897 op->level = 1;
821 op->stats.exp=0; 898 op->stats.exp = 0;
822 op->stats.ac=0; 899 op->stats.ac = 0;
823 900
824 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
827 904
828 fix_player(op); 905 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
833} 910}
834 911
912void
835void Roll_Again(object *op) 913Roll_Again (object *op)
836{ 914{
837 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
838 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)? ");
839} 918}
840 919
920void
841void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
842{ 922{
843 signed char tmp; 923 signed char tmp;
844 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
845 925
846 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
847 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?!?!!!");
848 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,");
849 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");
850 return; 931 return;
851 } 932 }
852 933
853 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);
854 935
855 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));
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 937
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 939
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 949 op->stats.ac = 0;
870 950
871 op->level=1; 951 op->level = 1;
872 op->stats.exp=0; 952 op->stats.exp = 0;
873 op->stats.ac=0; 953 op->stats.ac = 0;
874 954
875 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
878 958
879 fix_player(op); 959 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
885} 965}
886 966
887 967
888/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
891 * 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
892 * 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
893 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
894 */ 974 */
975int
895int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
896{ 977{
897 int keynum = key -'0'; 978 int keynum = key - '0';
898 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
899 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 };
900 981
901 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
902 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
903 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 989 }
907 else 990 else
908 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
909 992
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 994 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 } 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 }
921 1007
922#if 0 1008#if 0
923 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 1010 op->x = -1;
925 1011
926 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
927#endif 1013#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1016 add_statbonus (op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1020 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1022 return 0;
936 } 1023 }
937 case 'y': 1024 case 'y':
938 case 'Y': 1025 case 'Y':
939 roll_stats(op); 1026 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1028 return 1;
942 1029
943 case 'q': 1030 case 'q':
944 case 'Q': 1031 case 'Q':
945 play_again(op); 1032 play_again (op);
946 return 1; 1033 return 1;
947 1034
948 default: 1035 default:
949 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?");
950 return 0; 1037 return 0;
951 } 1038 }
952 return 0; 1039 return 0;
953} 1040}
954 1041
955/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
959 * not the class. 1046 * not the class.
960 */ 1047 */
961 1048
1049int
962int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
963{ 1051{
964 int tmp_loop; 1052 int tmp_loop;
965 1053
966 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
967 remove_ob(op); 1056 op->remove ();
968 play_again(op); 1057 play_again (op);
969 return 0; 1058 return 0;
970 } 1059 }
971 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
972 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
973 1063
974 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1066
1067 treasurelist *tl = find_treasurelist ("starting_wealth");
1068 if (tl)
1069 create_treasure (tl, op, 0, 0, 0);
1070
978 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
980 1073
981 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
982 1075
983 if (op->msg) { 1076 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1077 op->msg = NULL;
986 }
987 1078
988 /* 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
989 * to save here. 1080 * to save here.
990 */ 1081 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1083 make_path_to_file (buf);
993 1084
994#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
996#endif 1087#endif
997 start_info(op); 1088 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1091 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1002 fix_player(op); 1093 fix_player (op);
1003 1094
1004 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1005 * is one for this race 1096 * is one for this race
1006 */ 1097 */
1007 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1008 object *tmp; 1100 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1012 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1104 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1017 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;
1018 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1019 * default initial map */ 1110 * default initial map */
1020 free_object(tmp); 1111 tmp->destroy ();
1112 }
1021 } else { 1113 else
1114 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1116 }
1024 return 0; 1117 return 0;
1025 } 1118 }
1026 1119
1027 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1029 */ 1122 */
1030 1123
1031 tmp_loop = 0; 1124 tmp_loop = 0;
1032 while(!tmp_loop) { 1125 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1034 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1035 remove_statbonus(op); 1130 remove_statbonus (op);
1036 remove_ob (op); 1131 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1133 op->arch->clone.copy_to (op);
1134 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1136 op->name = op->name_pl = name;
1041 op->name = name; 1137 op->x = x;
1042 free_string(op->name_pl); 1138 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1142 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1144 }
1145
1055 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1148 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1061 if (op->msg) 1153 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1157 return 0;
1065} 1158}
1066 1159
1160int
1067int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1068{ 1162{
1069 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1070 1164
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1072 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1169 return 1;
1075 } 1170 }
1076 1171
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1079 1174
1080 terminate_all_pets(op); 1175 terminate_all_pets (op);
1081 leave_map(op); 1176 leave_map (op);
1082 op->direction=0; 1177 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1179
1086 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1181 check_score (op);
1088 op->contr->party=NULL; 1182 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1091 1185
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1187 {
1188 maptile *mp, *next;
1094 1189
1095 /* We need to hunt for any per player unique maps in memory and 1190 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1191 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1193 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1101 next = mp->next; 1197 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1199 delete_map (mp);
1104 } 1200 }
1105 1201
1106 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1107 } 1203 }
1204
1108 play_again(op); 1205 play_again (op);
1109 return 1; 1206 return 1;
1110} 1207}
1111 1208
1209void
1112void flee_player(object *op) { 1210flee_player (object *op)
1211{
1113 int dir,diff; 1212 int dir, diff;
1114 rv_vector rv; 1213 rv_vector rv;
1115 1214
1116 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1219 return;
1120 } 1220 }
1121 1221
1122 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1226 return;
1126 } 1227 }
1127 1228
1128 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1131 */ 1232 */
1132 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1236 op->enemy = NULL;
1135 return; 1237 return;
1136 } 1238 }
1137 1239
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1139 op->enemy=NULL; 1242 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1244 return;
1142 } 1245 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1144 1247
1145 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1250 {
1251 int m = 1 - (RANDOM () & 2);
1252
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return;
1256 }
1257 }
1153 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1260 op->enemy = NULL;
1156} 1261}
1157 1262
1158 1263
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1266 * stop.
1162 */ 1267 */
1268int
1163int check_pick(object *op) { 1269check_pick (object *op)
1270{
1164 object *tmp, *next; 1271 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1272 int stop = 0;
1167 int j, k, wvratio; 1273 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1169 1275
1170
1171 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1173 return 1; 1278 return 1;
1174 1279
1175 op_tag = op->count;
1176
1177 next = op->below; 1280 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1281
1181 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1283 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1184 { 1285 {
1185 tmp = next; 1286 tmp = next;
1186 next = tmp->below; 1287 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1288
1190 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1191 return 0; 1290 return 0;
1192 1291
1193 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1194 continue; 1293 continue;
1195 1294
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1296 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1298 pick_up (op, tmp);
1200 continue; 1299 continue;
1201 } 1300 }
1202 1301
1203 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1205 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1306 {
1207 case 1: pick_up (op, tmp); 1307 case 0:
1208 return 1; 1308 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1309 case 1:
1210 return 0; 1310 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1311 return 1;
1212 case 4: pick_up (op, tmp); 1312 case 2:
1213 break; 1313 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1314 return 0;
1215 stop = 1; 1315 case 3:
1216 break; 1316 return 0; /* stop before pickup */
1217 case 6: 1317 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1318 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1319 break;
1220 pick_up(op, tmp); 1320 case 5:
1221 break; 1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1222 1328
1223 case 7: 1329 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1331 pick_up (op, tmp);
1226 break; 1332 break;
1227 1333
1228 default: 1334 default:
1229 /* use value density */ 1335 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1338 pick_up (op, tmp);
1233 >= op->contr->mode) 1339 }
1234 pick_up(op,tmp); 1340 }
1235 } 1341 else
1236 } 1342 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1343 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1344 if (op->contr->mode & PU_DEBUG)
1240 { 1345 {
1241 /* some debugging code to figure out item information */ 1346 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1347 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1350 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1354
1252 sprintf(putstring,"...flags: "); 1355 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1356 for (k = 0; k < 4; k++)
1254 { 1357 {
1255 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1256 { 1359 {
1257 if((tmp->flags[k]>>j)&0x01) 1360 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1361 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1362 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1363 strcat (putstring, tmpstr);
1261 } 1364 }
1262 } 1365 }
1263 } 1366 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1368
1266#if 0 1369#if 0
1267 /* print the flags too */ 1370 /* print the flags too */
1268 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1269 { 1372 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1272 { 1375 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1275 } 1378 fprintf (stderr, " ");
1379 }
1276 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1381 }
1278#endif 1382#endif
1279 } 1383 }
1280 /* philosophy: 1384 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1385 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1389 * example.
1286 * The drawback: right now it has no frontend, so you need to 1390 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1391 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1289 */ 1393 */
1290 1394
1291 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1294 1398
1295 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1296 1400
1297 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1298 1403
1299 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1406 * anything up */
1302 1407
1303 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1304 1410
1305 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1413 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1309 1416
1310 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1312 1420
1313 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1315 1424
1316 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1321 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1322 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)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1324 1440
1325 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 continue;
1446 }
1328 1447
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1333 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1336 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1339 1469
1340 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1344 1477
1345 /* pick up all magical items */ 1478 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1347 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))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1349 1485
1350 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1351 { 1487 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1354 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1355 1494
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1360 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
1361 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1365 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1368 1525
1369 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1373 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1376 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1379 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1382 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1385 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1388 1568
1389 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1393 1576
1394 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1579 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1581 {
1399 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 &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1402 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1591 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1408 } 1595 continue;
1409 } 1596 }
1597 }
1598 }
1410 1599
1411 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1415 1607
1416 /* 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
1417 * pickups */ 1609 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1419 { 1611 {
1420 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 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)
1426 { 1618 {
1427 pick_up(op, tmp); 1619 pick_up (op, tmp);
1428#if 0 1620#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1431 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1432 } 1625 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1626 else
1627 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1435 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))));
1436#endif 1630#endif
1437 continue; 1631 continue;
1438 } 1632 }
1633 }
1634 } /* the new pickup model */
1439 } 1635 }
1440 } /* the new pickup model */ 1636
1441 }
1442 return ! stop; 1637 return !stop;
1443} 1638}
1444 1639
1445/* 1640/*
1446 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1643 * found object is returned.
1449 */ 1644 */
1645object *
1450object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1451{ 1647{
1452 object *tmp = NULL; 1648 object *tmp = NULL;
1453 1649
1454 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1652 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1459 return op; 1654 return op;
1460 return tmp; 1655 return tmp;
1461} 1656}
1462 1657
1463/* 1658/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1663 */
1469 1664
1665object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1667{
1472 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1474 1670
1475 if (!type) 1671 if (!type)
1476 return NULL; 1672 return NULL;
1477 1673
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1677 {
1678 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1680 if (i > betterby)
1484 tmp = ntmp; 1681 {
1485 betterby = i; 1682 tmp = ntmp;
1486 } 1683 betterby = i;
1684 }
1685 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1488 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1690 {
1491 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1692 {
1493 return arrow; 1693 *better = 100;
1494 } else { 1694 return arrow;
1495 tmp = arrow; 1695 }
1696 else
1697 {
1698 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1700 }
1498 } else { 1701 }
1702 else
1703 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 {
1500 attacktype = 1<<attacknum; 1706 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1709 {
1710 tmp = arrow;
1504 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;
1505 } 1712 }
1506 } 1713 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1715 {
1716 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1717 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1718 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1720 {
1721 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1722 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1723 }
1724 }
1725 }
1515 } 1726 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1728 return find_arrow (op, type);
1520 1729
1521 *better = betterby; 1730 *better = betterby;
1522 return tmp; 1731 return tmp;
1523} 1732}
1524 1733
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1736 * op = the shooter
1528 * type = bow->race 1737 * type = bow->race
1529 * dir = fire direction 1738 * dir = fire direction
1530 */ 1739 */
1531 1740
1741object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1533{ 1743{
1534 object *tmp = NULL; 1744 object *tmp = NULL;
1535 mapstruct *m; 1745 maptile *m;
1536 int i, mflags, found, number; 1746 int i, mflags, found, number;
1537 sint16 x, y; 1747 sint16 x, y;
1538 1748
1539 if (op->map == NULL) 1749 if (op->map == NULL)
1540 return find_arrow(op, type); 1750 return find_arrow (op, type);
1541 1751
1542 /* do a dex check */ 1752 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1755 return find_arrow (op, type);
1546 1756
1547 m = op->map; 1757 m = op->map;
1548 x = op->x; 1758 x = op->x;
1549 y = op->y; 1759 y = op->y;
1550 1760
1551 /* find the first target */ 1761 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1553 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1557 tmp = NULL; 1769 tmp = NULL;
1558 break; 1770 break;
1771 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1775 * perhaps a bad assumption.
1562 */ 1776 */
1563 tmp = NULL; 1777 tmp = NULL;
1564 break; 1778 break;
1565 } 1779 }
1566 if (mflags & P_IS_ALIVE) { 1780 if (mflags & P_IS_ALIVE)
1781 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1783 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1784 {
1570 break; 1785 found++;
1571 } 1786 break;
1787 }
1572 if (found) 1788 if (found)
1573 break; 1789 break;
1574 } 1790 }
1575 } 1791 }
1576 if (tmp == NULL) 1792 if (tmp == NULL)
1577 return find_arrow(op, type); 1793 return find_arrow (op, type);
1578 1794
1579 if (tmp->head) 1795 if (tmp->head)
1580 tmp = tmp->head; 1796 tmp = tmp->head;
1581 1797
1582 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1583} 1799}
1584 1800
1585/* 1801/*
1586 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1806 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1809 * player fire modes.
1594 */ 1810 */
1811int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1813{
1598 object *left, *bow; 1814 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1815 int bowspeed, mflags;
1601 mapstruct *m; 1816 maptile *m;
1602 1817
1603 if (!dir) { 1818 if (!dir)
1819 {
1604 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!");
1605 return 0; 1821 return 0;
1606 } 1822 }
1607 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1609 else { 1825 else
1826 {
1610 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1830 */
1614 if(bow->type==BOW) 1831 if (bow->type == BOW)
1615 break; 1832 break;
1616 1833
1617 if (!bow) { 1834 if (!bow)
1835 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1837 return 0;
1620 } 1838 }
1621 } 1839 }
1622 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1623 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);
1624 return 0; 1843 return 0;
1625 } 1844 }
1626 1845
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1847
1629 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1851 if (bowspeed < 1)
1633 bowspeed = 1; 1852 bowspeed = 1;
1634 1853
1635 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1637 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1861 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1863 return 0;
1644 } 1864 }
1645 } 1865 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1868 {
1869 return 0;
1870 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1651 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.");
1652 return 0; 1874 return 0;
1653 } 1875 }
1654 1876
1655 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1879 {
1880 arrow->destroy ();
1881 return 0;
1882 }
1661 1883
1662 left = arrow; /* these are arrows left to the player */ 1884 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1885 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1886 if (arrow == NULL)
1887 {
1666 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);
1667 bow->race); 1889 return 0;
1668 return 0;
1669 } 1890 }
1670 set_owner(arrow, op); 1891 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1892 arrow->skill = bow->skill;
1673 1893
1674 arrow->direction=dir; 1894 arrow->direction = dir;
1675 arrow->x = sx; 1895 arrow->x = sx;
1676 arrow->y = sy; 1896 arrow->y = sy;
1677 1897
1678 if (op->type == PLAYER) { 1898 if (op->type == PLAYER)
1899 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1901 fix_player (op);
1681 } 1902 }
1682 1903
1683 SET_ANIMATION(arrow, arrow->direction); 1904 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1906 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1907 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1908 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1909 arrow->spellarg = strdup_local (arrow->slaying);
1689 1910
1690 /* Note that this was different for monsters - they got their level 1911 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1913 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1917 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1920
1704 if (arrow->speed < 1.0) 1921 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1922 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1923 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1924 arrow->speed_left = 0;
1708 1925
1709 if (op->type == PLAYER) { 1926 if (op->type == PLAYER)
1927 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1931
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1933 }
1934 else
1935 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1937 arrow->level = op->level;
1721 } 1938 }
1939
1722 if (arrow->attacktype == AT_PHYSICAL) 1940 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1941 arrow->attacktype |= bow->attacktype;
1942
1724 if (bow->slaying != NULL) 1943 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1944 arrow->slaying = bow->slaying;
1726 1945
1727 arrow->map = m; 1946 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1947 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1949
1731 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);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1951 insert_ob_in_map (arrow, m, op, 0);
1734 1952
1735 if (!was_destroyed(arrow, tag)) 1953 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1954 move_arrow (arrow);
1737 1955
1738 if (op->type == PLAYER) { 1956 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1957 {
1958 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1959 esrv_del_item (op->contr, left->count);
1741 else 1960 else
1742 esrv_send_item(op, left); 1961 esrv_send_item (op, left);
1743 } 1962 }
1963
1744 return 1; 1964 return 1;
1745} 1965}
1746 1966
1747/* Special fire code for players - this takes into 1967/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1968 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1969 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1970 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1971 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1972 * hence the function name.
1753 */ 1973 */
1974int
1754int player_fire_bow(object *op, int dir) 1975player_fire_bow (object *op, int dir)
1755{ 1976{
1756 int ret=0, wcmod=0; 1977 int ret = 0, wcmod = 0;
1757 1978
1758 if (op->contr->bowtype == bow_bestarrow) { 1979 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1980 {
1760 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);
1761 dir, 0, op->x, op->y); 1982 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1986 wcmod = -1;
1765 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);
1766 op->x, op->y); 1988 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1989 else if (op->contr->bowtype == bow_threewide)
1990 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1995 else if (op->contr->bowtype == bow_spreadshot)
1996 {
1772 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);
1773 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);
1774 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);
1775 2000
1776 } else { 2001 }
2002 else
2003 {
1777 /* Simple case */ 2004 /* Simple case */
1778 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);
1779 } 2006 }
1780 return ret; 2007 return ret;
1781} 2008}
1782 2009
1783 2010
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2011/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2012 * Broken apart from 'fire' to keep it more readable.
1786 */ 2013 */
2014void
1787void fire_misc_object(object *op, int dir) 2015fire_misc_object (object *op, int dir)
1788{ 2016{
1789 object *item; 2017 object *item;
1790 2018
1791 if (!op->contr->ranges[range_misc]) { 2019 if (!op->contr->ranges[range_misc])
2020 {
1792 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.");
1793 return; 2022 return;
1794 } 2023 }
1795 2024
1796 item = op->contr->ranges[range_misc]; 2025 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2026 if (!item->inv)
2027 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2028 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2029 return;
1800 } 2030 }
1801 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1802 if(item->stats.food<=0) { 2033 if (item->stats.food <= 0)
2034 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2037 return;
1806 } 2038 }
2039 }
1807 } else if (item->type == ROD || item->type==HORN) { 2040 else if (item->type == ROD || item->type == HORN)
2041 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2045 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2047 else
1813 else 2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2049 return;
1817 } 2050 }
1818 } 2051 }
1819 2052
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2053 if (cast_spell (op, item, dir, item->inv, NULL))
2054 {
1821 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 */
1822 if (item->type == WAND) { 2056 if (item->type == WAND)
2057 {
1823 if (!(--item->stats.food)) { 2058 if (!(--item->stats.food))
1824 object *tmp; 2059 {
1825 if (item->arch) { 2060 object *tmp;
2061
2062 if (item->arch)
2063 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2064 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2065 item->face = item->arch->clone.face;
1828 item->speed = 0; 2066 item->speed = 0;
1829 update_ob_speed(item); 2067 update_ob_speed (item);
1830 } 2068 }
1831 if ((tmp=is_player_inv(item))) 2069 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2070 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2071 }
1834 } 2072 }
1835 else if (item->type == ROD || item->type==HORN) { 2073 else if (item->type == ROD || item->type == HORN)
2074 {
1836 drain_rod_charge(item); 2075 drain_rod_charge (item);
1837 } 2076 }
1838 } 2077 }
1839} 2078}
1840 2079
1841/* Received a fire command for the player - go and do it. 2080/* Received a fire command for the player - go and do it.
1842 */ 2081 */
2082void
1843void fire(object *op,int dir) { 2083fire (object *op, int dir)
2084{
1844 int spellcost=0; 2085 int spellcost = 0;
1845 2086
1846 /* check for loss of invisiblity/hide */ 2087 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2088 if (action_makes_visible (op))
2089 make_visible (op);
1848 2090
1849 switch(op->contr->shoottype) { 2091 switch (op->contr->shoottype)
2092 {
1850 case range_none: 2093 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2094 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2132 return;
1890 } 2133 }
1891} 2134}
1892 2135
1893 2136
1894 2137
1901 * inv is the objects inventory to searched 2144 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2145 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2146 * This function can be called recursively to search containers.
1904 */ 2147 */
1905 2148
2149object *
1906object * find_key(object *pl, object *container, object *door) 2150find_key (object *pl, object *container, object *door)
1907{ 2151{
1908 object *tmp,*key; 2152 object *tmp, *key;
1909 2153
1910 /* Should not happen, but sanity checking is never bad */ 2154 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2155 if (container->inv == NULL)
2156 return NULL;
1912 2157
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2161 if (door->type == DOOR && tmp->type == KEY)
2162 break;
1916 /* For sanity, we should really check door type, but other stuff 2163 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2164 * (like containers) can be locked with special keys
1918 */ 2165 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2167 break;
1921 } 2168 }
1922 /* No key found - lets search inventories now */ 2169 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 2172 * a key, return
1926 */ 2173 */
1927 if (!tmp) { 2174 if (!tmp)
2175 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2177 {
1929 /* No reason to search empty containers */ 2178 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2179 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 2187 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 2189 * see if we actually want to use it
1938 */ 2190 */
1939 if (pl!=container) { 2191 if (pl != container)
2192 {
1940 /* Only let players use keys in containers */ 2193 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2194 if (!pl->contr)
2195 return NULL;
1942 /* cases where this fails: 2196 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2197 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2198 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2199 * If the container is not active, return now since only active
1946 * containers can be used. 2200 * containers can be used.
1947 * If we only search keyrings and the container does not have 2201 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2202 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2203 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2204 * inv must have been an container and must have been active.
1951 * 2205 *
1952 * Change the color so that the message doesn't disappear with 2206 * Change the color so that the message doesn't disappear with
1953 * all the others. 2207 * all the others.
1954 */ 2208 */
1955 if (pl->contr->usekeys == key_inventory || 2209 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2210 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2211 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2212 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2215 return NULL;
1964 } 2216 }
1965 } 2217 }
1966 return tmp; 2218 return tmp;
1967} 2219}
1968 2220
1969/* moved door processing out of move_player_attack. 2221/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2222 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2223 * such that the caller should not do anything more,
1972 * 0 otherwise 2224 * 0 otherwise
1973 */ 2225 */
2226static int
1974static int player_attack_door(object *op, object *door) 2227player_attack_door (object *op, object *door)
1975{ 2228{
1976 2229
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 2232 * otherwise, we fall through to the rest of the code.
1980 */ 2233 */
1981 object *key=find_key(op, op, door); 2234 object *key = find_key (op, op, door);
1982 2235
1983 /* IF we found a key, do some extra work */ 2236 /* IF we found a key, do some extra work */
1984 if (key) { 2237 if (key)
2238 {
1985 object *container=key->env; 2239 object *container = key->env;
1986 2240
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 2242 if (action_makes_visible (op))
2243 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 2246 if (door->type == DOOR)
2247 {
1991 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 */
1992 } 2249 }
1993 else if(door->type==LOCKED_DOOR) { 2250 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2251 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2253 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2254 }
1998 /* Do this after we print the message */ 2255 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2256 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2257 /* Need to update the weight the container the key was in */
2001 if (container != op) 2258 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2259 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2260 return 1; /* Nothing more to do below */
2261 }
2004 } else if (door->type==LOCKED_DOOR) { 2262 else if (door->type == LOCKED_DOOR)
2263 {
2005 /* Might as well return now - no other way to open this */ 2264 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2266 return 1;
2008 } 2267 }
2009 return 0; 2268 return 0;
2010} 2269}
2011 2270
2012/* This function is just part of a breakup from move_player. 2271/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2272 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2273 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2274 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2275 * going to try and move (not fire weapons).
2017 */ 2276 */
2018 2277
2278void
2019void move_player_attack(object *op, int dir) 2279move_player_attack (object *op, int dir)
2020{ 2280{
2021 object *tmp, *mon, *tpl; 2281 object *tmp, *mon;
2022 sint16 nx, ny; 2282 sint16 nx, ny;
2023 int on_battleground; 2283 int on_battleground;
2024 mapstruct *m; 2284 maptile *m;
2025 2285
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2286 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2287 ny = freearr_y[dir] + op->y;
2030 2288
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2289 on_battleground = op_on_battleground (op, NULL, NULL);
2032 2290
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2294 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2295 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2296 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2297 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2298 * move_ob uses.
2041 */ 2299 */
2042 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 {
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2044 m = get_map_from_coord(tpl->map, &nx, &ny); 2304 m = get_map_from_coord (op->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */ 2305 if (!m)
2046 } 2306 return; /* Don't think this should happen */
2047 else m =tpl->map; 2307 }
2048 2308 else
2309 m = op->map;
2310
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2050 /* 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"); */
2051 return; 2314 return;
2052 } 2315 }
2053 2316
2054 mon = NULL; 2317 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2321 * on the space
2059 */ 2322 */
2060 while (tmp!=NULL) { 2323 while (tmp != NULL)
2324 {
2061 if (tmp == op) { 2325 if (tmp == op)
2062 tmp=tmp->above; 2326 {
2063 continue; 2327 tmp = tmp->above;
2064 } 2328 continue;
2329 }
2330
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2332 {
2067 break; 2333 mon = tmp;
2068 } 2334 break;
2335 }
2336
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2338 mon = tmp;
2339
2071 tmp=tmp->above; 2340 tmp = tmp->above;
2072 } 2341 }
2073 2342
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2343 if (mon == NULL) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2344 return; /* into a wall */
2076 2345
2077 if(mon->head != NULL) 2346 if (mon->head != NULL)
2078 mon = mon->head; 2347 mon = mon->head;
2079 2348
2080 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))
2081 if (player_attack_door(op, mon)) return; 2350 if (player_attack_door (op, mon))
2351 return;
2082 2352
2083 /* The following deals with possibly attacking peaceful 2353 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2354 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2355 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2356 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2357 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2358 * and thus will not push them.
2089 */ 2359 */
2090 2360
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2362 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2363 * player owns it and it is either friendly or unagressive.
2094 */ 2364 */
2095 if ((op->type==PLAYER) 2365 if ((op->type == PLAYER)
2096#if COZY_SERVER 2366#if COZY_SERVER
2097 && 2367 &&
2098 ( 2368 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2370#else
2104 && get_owner(mon)==op 2371 && mon->owner == op
2105#endif 2372#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2374 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2376 if (op->contr->braced)
2377 return;
2110 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);
2111 (void) push_ob(mon,dir,op); 2379 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2380 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op);
2113 return; 2382 return;
2114 } 2383 }
2115 2384
2116 /* in certain circumstances, you shouldn't attack friendly 2385 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2386 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2388 * attack them either.
2120 */ 2389 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2390 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (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)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2392#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2393 (op->contr->peaceful
2394 || (mon->type == PLAYER
2395 && mon->contr->
2396 peaceful)) &&
2126#else 2397#else
2127 op->contr->peaceful && 2398 op->contr->peaceful &&
2128#endif 2399#endif
2129 !on_battleground 2400 !on_battleground))
2401 {
2402 if (!op->contr->braced)
2130 )) { 2403 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2405 (void) push_ob (mon, dir, op);
2134 } else { 2406 }
2407 else
2408 {
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2409 new_draw_info (0, 0, op, "You withhold your attack");
2136 } 2410 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op); 2411 if (op->contr->tmp_invis || op->hide)
2138 } 2412 make_visible (op);
2413 }
2139 2414
2140 /* If the object is a boulder or other rollable object, then 2415 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2416 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2417 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2419 {
2144 recursive_roll(mon,dir,op); 2420 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2421 if (action_makes_visible (op))
2146 } 2422 make_visible (op);
2423 }
2147 2424
2148 /* Any generic living creature. Including things like doors. 2425 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2427 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2428 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2429 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2430 */
2154 2431
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2434 {
2158 2435
2159 /* If the player hasn't hit something this tick, and does 2436 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2437 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2438 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2439 * incurred a 1 tick offset.
2163 */ 2440 */
2164 if (!op->contr->has_hit) { 2441 if (!op->contr->has_hit)
2442 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2443 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2444
2167 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 */
2168 } 2446 }
2169 2447
2170 skill_attack(mon, op, 0, NULL, NULL); 2448 skill_attack (mon, op, 0, NULL, NULL);
2171 2449
2172 /* If attacking another player, that player gets automatic 2450 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2451 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2452 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2453 * the wiz.
2176 */ 2454 */
2177 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))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2456 {
2179 short luck = mon->stats.luck; 2457 short luck = mon->stats.luck;
2458
2180 mon->contr->has_hit = 1; 2459 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2460 skill_attack (op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck; 2461 mon->stats.luck = luck;
2183 } 2462 }
2184 if(action_makes_visible(op)) make_visible(op); 2463 if (action_makes_visible (op))
2185 } 2464 make_visible (op);
2465 }
2186 } /* if player should attack something */ 2466 } /* if player should attack something */
2187} 2467}
2188 2468
2469int
2189int move_player(object *op,int dir) { 2470move_player (object *op, int dir)
2471{
2190 int pick; 2472 int pick;
2191 object *transport = op->contr->transport;
2192 2473
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2520}
2256 2521
2257/* 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
2258 * new client/server stuff. 2523 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2525 * the new speed values for commands.
2261 * 2526 *
2262 * Returns true if there are more actions we can do. 2527 * Returns true if there are more actions we can do.
2263 */ 2528 */
2529int
2264int handle_newcs_player(object *op) 2530handle_newcs_player (object *op)
2265{ 2531{
2266 if (op->contr->hidden) { 2532 if (op->contr->hidden)
2533 {
2267 op->invisible = 1000; 2534 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2535 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2536 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2537 * alternate it here for it to work correctly.
2271 */ 2538 */
2272 if (pticks & 2) op->invisible--; 2539 if (pticks & 2)
2540 op->invisible--;
2273 } 2541 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2275 op->invisible--; 2544 op->invisible--;
2276 if(!op->invisible) { 2545 if (!op->invisible)
2546 {
2277 make_visible(op); 2547 make_visible (op);
2278 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.");
2279 } 2549 }
2280 } 2550 }
2281 2551
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2283 flee_player(op); 2554 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 {
2286 op->speed_left--; 2558 op->speed_left--;
2287 return 0; 2559 return 0;
2288 } 2560 }
2289 } 2561 }
2290 2562
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2567 */
2296 if (op->contr->ranges[range_golem] && 2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2569 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2570
2303 /* 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
2304 * the players time has been increased when doericserver has been 2572 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2573 * called, so we recheck it here.
2306 */ 2574 */
2307 HandleClient(&op->contr->socket, op->contr); 2575 HandleClient (&op->contr->socket, op->contr);
2308 if (op->speed_left<0) return 0; 2576 if (op->speed_left < 0)
2309
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction);
2319 if (op->speed_left>0) return 1;
2320 else return 0;
2321 }
2322 return 0; 2577 return 0;
2323}
2324 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
2325int save_life(object *op) { 2598save_life (object *op)
2599{
2326 object *tmp; 2600 object *tmp;
2327 2601
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format(NDI_UNIQUE, 0,op,
2335 "Your %s vibrates violently, then evaporates.",
2336 query_name(tmp));
2337 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0)
2343 op->stats.hp = op->stats.maxhp;
2344 if(op->stats.food<0)
2345 op->stats.food = 999;
2346 fix_player(op);
2347 return 1;
2348 }
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */
2352 return 0; 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;
2353} 2630}
2354 2631
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2635 * from.
2359 */ 2636 */
2637void
2360void remove_unpaid_objects(object *op, object *env) 2638remove_unpaid_objects (object *op, object *env)
2361{ 2639{
2362 object *next; 2640 object *next;
2363 2641
2364 while (op) { 2642 while (op)
2643 {
2365 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
2366 * we remove object 'op' 2645 * we remove object 'op'
2367 */ 2646 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2647 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2648 {
2649 op->remove ();
2370 op->x = env->x; 2650 op->x = env->x;
2371 op->y = env->y; 2651 op->y = env->y;
2372 if (env->type == PLAYER) 2652 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2653 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0); 2654 insert_ob_in_map (op, env->map, NULL, 0);
2375 } 2655 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env); 2656 else if (op->inv)
2377 op=next; 2657 remove_unpaid_objects (op->inv, env);
2658 op = next;
2378 } 2659 }
2379} 2660}
2380 2661
2381 2662
2382/* 2663/*
2384 * Moved from apply.c to player.c - player.c is what 2665 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2666 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2667 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2668 * but there isn't one in the server directory.
2388 */ 2669 */
2670char *
2389char *gravestone_text (object *op) 2671gravestone_text (object *op)
2390{ 2672{
2391 static char buf2[MAX_BUF]; 2673 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2674 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2675 time_t now = time (NULL);
2394 2676
2395 strcpy (buf2, " R.I.P.\n\n"); 2677 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2678 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2680 else
2399 sprintf (buf, "%s\n", op->name); 2681 sprintf (buf, "%s\n", &op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2682 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2683 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2684 if (op->type == PLAYER)
2403 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);
2404 else 2686 else
2405 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);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2688 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2689 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2690 if (op->type == PLAYER)
2691 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2692 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2693 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2694 strcat (buf2, buf);
2412 } 2695 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2697 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2698 strcat (buf2, buf);
2416 return buf2; 2699 return buf2;
2417} 2700}
2418 2701
2419 2702
2420 2703
2704void
2421void do_some_living(object *op) { 2705do_some_living (object *op)
2706{
2422 int last_food=op->stats.food; 2707 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2708 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2709 int over_hp, over_sp, over_grace;
2425 int i; 2710 int i;
2426 int rate_hp = 1200; 2711 int rate_hp = 1200;
2427 int rate_sp = 2500; 2712 int rate_sp = 2500;
2428 int rate_grace = 2000; 2713 int rate_grace = 2000;
2429 const int max_hp = 1; 2714 const int max_hp = 1;
2430 const int max_sp = 1; 2715 const int max_sp = 1;
2431 const int max_grace = 1; 2716 const int max_grace = 1;
2432 2717
2433 if (op->contr->outputs_sync) { 2718 if (op->contr->outputs_sync)
2719 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 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)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2722 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2723 }
2439 2724
2440 if(op->contr->state==ST_PLAYING) { 2725 if (op->contr->state == ST_PLAYING)
2726 {
2441 2727
2442 /* these next three if clauses make it possible to SLOW DOWN 2728 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2729 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2730 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2732 else
2733 {
2447 gen_hp = op->stats.maxhp; 2734 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2736 }
2450 if(op->contr->gen_sp >= 0 ) 2737 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2739 else
2740 {
2453 gen_sp = op->stats.maxsp; 2741 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2743 }
2456 if(op->contr->gen_grace >= 0) 2744 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2746 else
2747 {
2459 gen_grace = op->stats.maxgrace; 2748 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2750 }
2462 2751
2463 /* Regenerate Spell Points */ 2752 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2756 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2757 {
2758 op->stats.sp++;
2468 /* dms do not consume food */ 2759 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2761 {
2762 op->stats.food--;
2471 if(op->contr->digestion<0) 2763 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2764 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 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 }
2476 } 2793 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2794
2497 /* Regenerate Grace */ 2795 /* Regenerate Grace */
2498 /* 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. */
2499 if(--op->last_grace<0) { 2797 if (--op->last_grace < 0)
2798 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2799 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2800 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2801 if (max_grace > 1)
2802 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2804 if (over_grace > 0)
2505 op->stats.sp += over_grace 2805 {
2806 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2807 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace=0; 2808 op->last_grace = 0;
2508 } else { 2809 }
2810 else
2811 {
2509 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);
2510 } 2813 }
2511 } else { 2814 }
2815 else
2816 {
2512 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);
2513 } 2818 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2819 /* wearing stuff doesn't detract from grace generation. */
2515 } 2820 }
2516 2821
2517 /* Regenerate Hit Points */ 2822 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2823 if (--op->last_heal < 0)
2824 {
2519 if(op->stats.hp<op->stats.maxhp) { 2825 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2826 {
2827 op->stats.hp++;
2521 /* dms do not consume food */ 2828 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2829 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2830 {
2831 op->stats.food--;
2524 if(op->contr->digestion<0) 2832 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2833 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food; 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 }
2529 } 2855 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2856
2545 /* Digestion */ 2857 /* Digestion */
2546 if(--op->last_eat<0) { 2858 if (--op->last_eat < 0)
2859 {
2547#ifdef COZY_SERVER 2860#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2863#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2865#endif
2555 2866
2556 if(op->contr->gen_hp > 0) 2867 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2869 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 /* dms do not consume food */ 2871 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2872 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2873 op->stats.food--;
2874 }
2563 } 2875 }
2564 2876
2565 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 {
2566 object *tmp, *flesh=NULL; 2879 object *tmp, *flesh = NULL;
2567 2880
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 {
2571 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.");
2572 manual_apply(op,tmp,0); 2888 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2889 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2890 break;
2575 } 2891 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2892 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2893 flesh = tmp;
2578 } /* end of for loop */ 2894 } /* End if paid for object */
2895 } /* end of for loop */
2579 /* 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
2580 * eat flesh instead. 2897 * eat flesh instead.
2581 */ 2898 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 {
2583 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.");
2584 manual_apply(op,flesh,0); 2902 manual_apply (op, flesh, 0);
2585 } 2903 }
2586 } /* end if player is starving */ 2904 } /* end if player is starving */
2587 2905
2588 while(op->stats.food<0&&op->stats.hp>0) 2906 while (op->stats.food < 0 && op->stats.hp > 0)
2589 op->stats.food++,op->stats.hp--; 2907 op->stats.food++, op->stats.hp--;
2590 2908
2591 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))
2592 kill_player(op); 2910 kill_player (op);
2593} 2911}
2594 2912
2595 2913
2596 2914
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2917 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2918 * file.
2601 */ 2919 */
2920void
2602void kill_player(object *op) 2921kill_player (object *op)
2603{ 2922{
2604 char buf[MAX_BUF]; 2923 char buf[MAX_BUF];
2605 int x,y,i; 2924 int x, y;
2925
2926 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2927 maptile *map; /* this is for resurrection */
2928
2607 int z; 2929 /* int z;
2608 int num_stats_lose; 2930 int num_stats_lose;
2609 int lost_a_stat; 2931 int lost_a_stat;
2610 int lose_this_stat; 2932 int lose_this_stat;
2611 int this_stat; 2933 int this_stat; */
2612 int will_kill_again; 2934 int will_kill_again;
2613 archetype *at; 2935 archetype *at;
2614 object *tmp; 2936 object *tmp;
2615 2937
2616 if(save_life(op)) 2938 if (save_life (op))
2617 return; 2939 return;
2618 2940
2619 2941
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2944 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2945 */
2624 if (op_on_battleground(op, &x, &y)) { 2946 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2947 {
2626 "You have been defeated in combat!"); 2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2950
2629
2630 /* restore player */ 2951 /* restore player */
2631 at = find_archetype("poisoning"); 2952 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2633 if (tmp) { 2954 if (tmp)
2634 remove_ob(tmp); 2955 {
2635 free_object(tmp); 2956 tmp->destroy ();
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2958 }
2638 2959
2639 at = find_archetype("confusion"); 2960 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2641 if (tmp) { 2962 if (tmp)
2642 remove_ob(tmp); 2963 {
2643 free_object(tmp); 2964 tmp->destroy ();
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2966 }
2646 2967
2647 cure_disease(op,0); /* remove any disease */ 2968 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2970 if (op->stats.food <= 0)
2650 2971 op->stats.food = 999;
2972
2651 /* create a bodypart-trophy to make the winner happy */ 2973 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2974 tmp = arch_to_object (archetype::find ("finger"));
2653 if (tmp != NULL) 2975 if (tmp != NULL)
2654 { 2976 {
2655 sprintf(buf,"%s's finger",op->name); 2977 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2978 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2979 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2982 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2983 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2984 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2985 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0); 2986 insert_ob_in_map (tmp, op->map, op, 0);
2666 }
2667 2987 }
2988
2668 /* teleport defeated player to new destination*/ 2989 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2990 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2991 op->contr->braced = 0;
2671 return; 2992 return;
2672 } 2993 }
2673 2994
2674 INVOKE_PLAYER (DEATH, op->contr); 2995 INVOKE_PLAYER (DEATH, op->contr);
2675 2996
2676 command_kill_pets (op, 0); 2997 command_kill_pets (op, 0);
2677 2998
2678 if(op->stats.food<0) { 2999 if (op->stats.food < 0)
3000 {
2679 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2680 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");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2682 op->stats.food=999; 3005 op->stats.food = 999;
2683 return; 3006 return;
2684 } 3007 }
2685 sprintf(buf,"%s starved to death.",op->name); 3008 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 3009 strcpy (op->contr->killer, "starvation");
3010 }
3011 else
2687 } 3012 {
2688 else {
2689 if (op->contr->explore) { 3013 if (op->contr->explore)
3014 {
2690 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");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp; 3017 op->stats.hp = op->stats.maxhp;
2693 return; 3018 return;
2694 } 3019 }
2695 sprintf(buf,"%s died.",op->name); 3020 sprintf (buf, "%s died.", &op->name);
2696 } 3021 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 3023
2699 /* save the map location for corpse, gravestone*/ 3024 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 3025 x = op->x;
3026 y = op->y;
3027 map = op->map;
2701 3028
2702 3029
2703 if (settings.not_permadeth == TRUE) { 3030 if (settings.not_permadeth == TRUE)
3031 {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 3032 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 3035 */
2708 3036
2709 /* Basically two ways to go - remove a stat permanently, or just 3037 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 3038 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 3039 * of death.
2712 */ 3040 */
2713#ifndef COZY_SERVER 3041#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 3042 if (settings.balanced_stat_loss)
3043 {
2715 /* If stat loss is permanent, lose one stat only. */ 3044 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 3046 more if they do. */
2718 /* Higher level characters can afford things such as potions of 3047 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 3048 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 3049 little bit harder. */
2721 /* GD */ 3050 /* GD */
2722 if (settings.stat_loss_on_death) 3051 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 3052 num_stats_lose = 1;
2724 else 3053 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 3055 }
3056 else
3057 {
2727 num_stats_lose = 1; 3058 num_stats_lose = 1;
2728 } 3059 }
2729 lost_a_stat = 0; 3060 lost_a_stat = 0;
2730 3061
2731 for (z=0; z<num_stats_lose; z++) { 3062 for (z = 0; z < num_stats_lose; z++)
3063 {
2732 i = RANDOM() % NUM_STATS; 3064 i = RANDOM () % NUM_STATS;
2733 3065
2734 if (settings.stat_loss_on_death) { 3066 if (settings.stat_loss_on_death)
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value(&(op->stats), i,-1);
2739 check_stat_bounds(&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1);
2741 check_stat_bounds(&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 } else {
2745 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion");
2747 object *dep;
2748 3067 {
2749 dep = present_arch_in_ob(deparch,op); 3068 /* Pick a random stat and take a point off it. Tell the player
2750 if(!dep) { 3069 * what he lost.
2751 dep = arch_to_object(deparch); 3070 */
2752 insert_ob_in_ob(dep, op); 3071 change_attr_value (&(op->stats), i, -1);
2753 } 3072 check_stat_bounds (&(op->stats));
2754 lose_this_stat = 1; 3073 change_attr_value (&(op->contr->orig_stats), i, -1);
2755 if (settings.balanced_stat_loss) { 3074 check_stat_bounds (&(op->contr->orig_stats));
2756 /* GD */ 3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2757 /* Get the stat that we're about to deplete. */ 3076 lost_a_stat = 1;
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 3077 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 3126 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 3127 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 3128 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 3130 * difference.
2789 */ 3131 */
2790 if (this_stat>=-50) { 3132 if (this_stat >= -50)
3133 {
2791 change_attr_value(&(dep->stats), i, -1); 3134 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 3135 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 3137 fix_player (op);
2795 lost_a_stat = 1; 3138 lost_a_stat = 1;
2796 } 3139 }
2797 } 3140 }
2798 } 3141 }
2799 } 3142 }
2800 /* If no stat lost, tell the player. */ 3143 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 3144 if (!lost_a_stat)
2802 { 3145 {
2803 /* determine_god() seems to not work sometimes... why is this? 3146 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 3147 Should I be using something else? GD */
2805 const char *god = determine_god(op); 3148 const char *god = determine_god (op);
3149
2806 if (god && (strcmp(god, "none"))) 3150 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 3152 else
2809 " you.", god); 3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else 3154 }
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3155#else
2812 " 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.");
2813 }
2814#endif 3157#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 3158
2818 /* Put a gravestone up where the character 'almost' died. List the 3159 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 3160 * exp loss on the stone.
2820 */ 3161 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 3162 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 3163 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 3164 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 3165 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 3166 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 3168 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 3169 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 3170 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 3171
2835 /**************************************/ 3172 /**************************************/
2836 /* */ 3173 /* */
2837 /* Subtract the experience points, */ 3174 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 3175 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 3176 /* food, and reset HP's... */
2840 /* */ 3177 /* */
2841 /**************************************/ 3178 /**************************************/
2842 3179
2843 /* remove any poisoning and confusion the character may be suffering.*/ 3180 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 3181 /* restore player */
2845 at = find_archetype("poisoning"); 3182 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 3183 tmp = present_arch_in_ob (at, op);
2847 if (tmp) { 3184
2848 remove_ob(tmp); 3185 if (tmp)
2849 free_object(tmp); 3186 {
3187 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 3189 }
2852 3190
2853 at = find_archetype("confusion"); 3191 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 3192 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 3193 if (tmp)
2856 remove_ob(tmp); 3194 {
2857 free_object(tmp); 3195 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 3197 }
3198
2860 cure_disease(op,0); /* remove any disease */ 3199 cure_disease (op, 0); /* remove any disease */
2861 3200
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 3201 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 3202 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 3205 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 3208
2869 /* 3209 /*
2870 * 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
2871 * 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
2872 * in the map. 3212 * in the map.
2873 */ 3213 */
2874 3214
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3215 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 3216 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 3217
2883 /****************************************/ 3218 /****************************************/
2884 /* */ 3219 /* */
2885 /* Move player to his current respawn- */ 3220 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 3221 /* position (usually last savebed) */
2887 /* */ 3222 /* */
2888 /****************************************/ 3223 /****************************************/
2889 3224
2890 enter_player_savebed(op); 3225 enter_player_savebed (op);
2891 3226
2892 /* Save the player before inserting the force to reduce 3227 /* Save the player before inserting the force to reduce
2893 * chance of abuse. 3228 * chance of abuse.
2894 */ 3229 */
2895 op->contr->braced=0; 3230 op->contr->braced = 0;
2896 save_player(op,1); 3231 save_player (op, 1);
2897 3232
2898 /* it is possible that the player has blown something up 3233 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 3234 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 3235 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 3236 * on the space that might harm the player.
2902 */ 3237 */
2903 will_kill_again=0; 3238 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 3240 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 3241 will_kill_again |= tmp->attacktype;
2907 } 3242
2908 if (will_kill_again) { 3243 if (will_kill_again)
3244 {
2909 object *force; 3245 object *force;
2910 int at; 3246 int at;
2911 3247
2912 force=get_archetype(FORCE_NAME); 3248 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 3249 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 3250 force->speed = 0.1;
2915 force->speed_left=-5.0; 3251 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 3252 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 3253 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 3254 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 3255 force->resist[at] = 100;
2920 } 3256
2921 insert_ob_in_ob(force, op); 3257 insert_ob_in_ob (force, op);
2922 fix_player(op); 3258 fix_player (op);
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 3259
3260 }
3261
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return; 3263 return;
2934 } /* NOT_PERMADETH */ 3264 } /* NOT_PERMADETH */
2935 else { 3265 else
3266 {
2936 /* 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
2937 * should probably be embedded in an else statement. 3268 * should probably be embedded in an else statement.
2938 */ 3269 */
2939 3270
2940 op->contr->party=NULL; 3271 op->contr->party = NULL;
2941 if (settings.set_title == TRUE) 3272 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0'; 3273 op->contr->own_title[0] = '\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2944 check_score(op); 3275 check_score (op);
3276
2945 if(op->contr->ranges[range_golem]!=NULL) { 3277 if (op->contr->ranges[range_golem])
3278 {
2946 remove_friendly_object(op->contr->ranges[range_golem]); 3279 remove_friendly_object (op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]); 3280 op->contr->ranges[range_golem]->destroy ();
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL; 3281 op->contr->ranges[range_golem] = 0;
2950 op->contr->golem_count=0; 3282 }
2951 } 3283
2952 loot_object(op); /* Remove some of the items for good */ 3284 loot_object (op); /* Remove some of the items for good */
2953 remove_ob(op); 3285 op->remove ();
2954 op->direction=0; 3286 op->direction = 0;
2955 3287
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
2957 delete_character(op->name,0); 3290 delete_character (op->name, 0);
2958 if (settings.resurrection == TRUE) { 3291 if (settings.resurrection == TRUE)
3292 {
2959 /* save playerfile sans equipment when player dies 3293 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection 3294 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely 3295 ** type spells will work on them nicely
2962 */ 3296 */
2963 delete_character(op->name,0); 3297 delete_character (op->name, 0);
2964 op->stats.hp = op->stats.maxhp; 3298 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999; 3299 op->stats.food = 999;
2966 3300
2967 /* set the location of where the person will reappear when */ 3301 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */ 3302 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname); 3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL) 3304 if (op->map != NULL)
2971 op->map = NULL; 3305 op->map = NULL;
2972 op->x = settings.emergency_x; 3306 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y; 3307 op->y = settings.emergency_y;
2974 save_player(op,0); 3308 save_player (op, 0);
2975 op->map = map; 3309 op->map = map;
2976 /* please see resurrection.c: peterm */ 3310 /* please see resurrection.c: peterm */
2977 dead_player(op); 3311 dead_player (op);
2978 } else { 3312 }
3313 else
2979 delete_character(op->name,1); 3314 delete_character (op->name, 1);
2980 } 3315 }
2981 } 3316
2982 play_again(op); 3317 play_again (op);
2983 3318
2984 /* peterm: added to create a corpse at deathsite. */ 3319 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl")); 3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
2986 sprintf(buf,"%s", op->name); 3321 sprintf (buf, "%s", &op->name);
2987 FREE_AND_COPY(tmp->name, buf); 3322 tmp->name = tmp->name_pl = buf;
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level; 3323 tmp->level = op->level;
2990 tmp->x=x;tmp->y=y; 3324 tmp->x = x;
2991 if (tmp->msg) 3325 tmp->y = y;
2992 free_string(tmp->msg); 3326 tmp->msg = gravestone_text (op);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE); 3327 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0); 3328 insert_ob_in_map (tmp, map, NULL, 0);
2996 } 3329 }
2997} 3330}
2998 3331
2999 3332
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 3333void
3334loot_object (object *op)
3335{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 3336 object *tmp, *tmp2, *next;
3002 3337
3003 if (op->container) { /* close open sack first */ 3338 if (op->container)
3339 { /* close open sack first */
3004 esrv_apply_container (op, op->container); 3340 esrv_apply_container (op, op->container);
3005 } 3341 }
3006 3342
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3343 for (tmp = op->inv; tmp != NULL; tmp = next)
3344 {
3008 next=tmp->below; 3345 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3346 if (tmp->type == EXPERIENCE || tmp->invisible)
3010 remove_ob(tmp); 3347 continue;
3348 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 3349 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 3350 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 3351 { /* empty container to ground */
3014 } 3352 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3353 }
3016 || 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 {
3017 if(tmp->nrof>1) { 3356 if (tmp->nrof > 1)
3357 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 3359 tmp2->destroy ();
3020 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 }
3021 } else 3365 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 3366 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3367 }
3026} 3368}
3027 3369
3028/* 3370/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3371 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3373 * was changed.
3032 */ 3374 */
3033 3375
3376void
3034void fix_weight(void) { 3377fix_weight (void)
3378{
3035 player *pl; 3379 player *pl;
3380
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384
3038 if(old == sum) 3385 if (old == sum)
3039 continue; 3386 continue;
3040 fix_player(pl->ob); 3387 fix_player (pl->ob);
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3389 }
3044} 3390}
3045 3391
3392void
3046void fix_luck(void) { 3393fix_luck (void)
3394{
3047 player *pl; 3395 player *pl;
3396
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3397 for (pl = first_player; pl != NULL; pl = pl->next)
3049 if (!pl->ob->contr->state) 3398 if (!pl->ob->contr->state)
3050 change_luck(pl->ob, 0); 3399 change_luck (pl->ob, 0);
3051} 3400}
3052 3401
3053 3402
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3403/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3404 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3405 * just treat this as any other spell casting object.
3057 */ 3406 */
3058 3407
3059void 3408void
3060cast_dust (object * op, object * throw_ob, int dir) 3409cast_dust (object *op, object *throw_ob, int dir)
3061{ 3410{
3062 object *skop, *spob; 3411 object *skop, *spob;
3063 3412
3064 skop = find_skill_by_name (op, throw_ob->skill); 3413 skop = find_skill_by_name (op, throw_ob->skill);
3065 3414
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3415 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3416 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3417 {
3069 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);
3070 op->name);
3071 return; 3419 return;
3072 } 3420 }
3073 3421
3074 spob = throw_ob->inv; 3422 spob = throw_ob->inv;
3075 3423
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3426 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3427 if (!spob)
3080 { 3428 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3430 return;
3084 } 3431 }
3085 3432
3086 if (op->type == PLAYER) 3433 if (op->type == PLAYER)
3087 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);
3088 3435
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3436 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3437
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3438 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3439}
3095 3440
3441void
3096void make_visible (object *op) { 3442make_visible (object *op)
3443{
3097 op->hide = 0; 3444 op->hide = 0;
3098 op->invisible = 0; 3445 op->invisible = 0;
3099 if(op->type==PLAYER) { 3446 if (op->type == PLAYER)
3447 {
3100 op->contr->tmp_invis = 0; 3448 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3449 op->contr->invis_race = 0;
3102 } 3450 }
3103 update_object(op,UP_OBJ_FACE); 3451 update_object (op, UP_OBJ_FACE);
3104} 3452}
3105 3453
3454int
3106int is_true_undead(object *op) { 3455is_true_undead (object *op)
3456{
3107 object *tmp=NULL; 3457 object *tmp = NULL;
3108 3458
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1;
3110 3461
3111 if(op->type==PLAYER) 3462 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3115 return 0; 3467 return 0;
3116} 3468}
3117 3469
3118/* look at the surrounding terrain to determine 3470/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3471 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3472 * indicate greater hideability.
3121 */ 3473 */
3122 3474
3475int
3123int hideability(object *ob) { 3476hideability (object *ob)
3477{
3124 int i,level=0, mflag; 3478 int i, level = 0, mflag;
3125 sint16 x,y; 3479 sint16 x, y;
3126 3480
3127 if(!ob||!ob->map) return 0; 3481 if (!ob || !ob->map)
3482 return 0;
3128 3483
3129 /* so, on normal lighted maps, its hard to hide */ 3484 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3485 level = ob->map->darkness - 2;
3131 3486
3132 /* this also picks up whether the object is glowing. 3487 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3489 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3490 if (has_carried_lights (ob))
3491 level = -(10 + (2 * ob->map->darkness));
3136 3492
3137 /* scan through all nearby squares for terrain to hide in */ 3493 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3496 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3497 if (mflag & P_OUT_OF_MAP)
3498 {
3499 continue;
3500 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3501 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3502 level += 2;
3143 else /* open terrain! */ 3503 else /* open terrain! */
3144 level -= 1; 3504 level -= 1;
3145 } 3505 }
3146 3506
3147#if 0 3507#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3508 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3509#endif
3150 return level; 3510 return level;
3151} 3511}
3152 3512
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3513/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3514 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3515 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3516 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3517 */
3158 3518
3519void
3159void do_hidden_move (object *op) { 3520do_hidden_move (object *op)
3521{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3523 object *skop;
3162 3524
3163 if(!op || !op->map) return; 3525 if (!op || !op->map)
3526 return;
3164 3527
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3529
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3531 if (op->type == PLAYER && op->contr->run_on)
3532 {
3169 if(!skop || num >= skop->level) { 3533 if (!skop || num >= skop->level)
3534 {
3170 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!");
3171 make_visible(op); 3536 make_visible (op);
3172 return; 3537 return;
3173 } else num += 20; 3538 }
3539 else
3540 num += 20;
3174 } 3541 }
3175 num += op->map->difficulty; 3542 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3543 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3544 num -= hide;
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 {
3179 make_visible(op); 3547 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3548 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3550 }
3183 else if (op->type == PLAYER && skop) { 3551 else if (op->type == PLAYER && skop)
3552 {
3184 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);
3185 } 3554 }
3186} 3555}
3187 3556
3188/* determine if who is standing near a hostile creature. */ 3557/* determine if who is standing near a hostile creature. */
3189 3558
3559int
3190int stand_near_hostile( object *who ) { 3560stand_near_hostile (object *who)
3561{
3191 object *tmp=NULL; 3562 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3563 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3564 maptile *m;
3194 sint16 x,y; 3565 sint16 x, y;
3195 3566
3196 if(!who) return 0; 3567 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 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;
3226} 3604}
3227 3605
3228/* check the player los field for viewability of the 3606/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3607 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3616 * -b.t.
3239 * This function is now map tiling safe. 3617 * This function is now map tiling safe.
3240 */ 3618 */
3241 3619
3620int
3242int player_can_view (object *pl,object *op) { 3621player_can_view (object *pl, object *op)
3622{
3243 rv_vector rv; 3623 rv_vector rv;
3244 int dx,dy; 3624 int dx, dy;
3245 3625
3246 if(pl->type!=PLAYER) { 3626 if (pl->type != PLAYER)
3627 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3628 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3629 return -1;
3273 op = op->more;
3274 } 3630 }
3631 if (!pl || !op)
3275 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;
3276} 3662}
3277 3663
3278/* routine for both players and monsters. We call this when 3664/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3665 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3666 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3667 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3668 * return 0.
3283 */ 3669 */
3670int
3284int action_makes_visible (object *op) { 3671action_makes_visible (object *op)
3672{
3285 3673
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3677 return 0;
3289 3678
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3679 if (op->contr && op->contr->tmp_invis == 0)
3680 return 0;
3291 3681
3292 /* If monsters, they should become visible */ 3682 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3683 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684 {
3294 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");
3295 return 1; 3686 return 1;
3296 } 3687 }
3297 } 3688 }
3298 return 0; 3689 return 0;
3299} 3690}
3300 3691
3301/* op_on_battleground - checks if the given object op (usually 3692/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3693 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3694 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3695 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3696 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3697 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3698 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3699 */
3700int
3309int op_on_battleground (object *op, int *x, int *y) { 3701op_on_battleground (object *op, int *x, int *y)
3702{
3310 object *tmp; 3703 object *tmp;
3311 3704
3312 /* A battleground-tile needs the following attributes to be valid: 3705 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3708 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3709 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3710 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3712 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3717 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3718 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3721 object *invtmp;
3722
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3724 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3733 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3735 return 1;
3332 } 3736 }
3333 } 3737 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3738 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3739 /* If we got here, did not find a battleground */
3342 return 0; 3740 return 0;
3343} 3741}
3344 3742
3345/* 3743/*
3349 * attributes: 3747 * attributes:
3350 * object *who the dragon player 3748 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3749 * int atnr the attack-number of the ability focus
3352 * int level ability level 3750 * int level ability level
3353 */ 3751 */
3752void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3753dragon_ability_gain (object *who, int atnr, int level)
3754{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3755 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3756 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3757 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3758 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3759 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3760 int i = 0, j = 0;
3361 3761
3362 /* get the appropriate treasurelist */ 3762 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3763 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3764 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3765 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3766 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3767 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3768 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3769 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3770 trlist = find_treasurelist ("dragon_ability_poison");
3371 3771
3372 if (trlist == NULL || who->type != PLAYER) 3772 if (trlist == NULL || who->type != PLAYER)
3373 return; 3773 return;
3374 3774
3375 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++);
3376 tr = tr->next, i++); 3776
3377
3378 if (tr == NULL || tr->item == NULL) { 3777 if (tr == NULL || tr->item == NULL)
3778 {
3379 /* 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]); */
3380 return; 3780 return;
3381 } 3781 }
3382 3782
3383 /* everything seems okay - now bring on the gift: */ 3783 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3784 item = &(tr->item->clone);
3385 3785
3386 if (item->type == SPELL) { 3786 if (item->type == SPELL)
3787 {
3387 if (check_spell_known (who, item->name)) 3788 if (check_spell_known (who, item->name))
3388 return; 3789 return;
3389 3790
3390 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);
3391 do_learn_spell (who, item, 0); 3792 do_learn_spell (who, item, 0);
3392 return; 3793 return;
3393 } 3794 }
3394 3795
3395 /* grant direct spell */ 3796 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3797 if (item->type == SPELLBOOK)
3798 {
3397 if (!item->inv) { 3799 if (!item->inv)
3800 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3801 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3802 return;
3401 } 3803 }
3402 if (check_spell_known (who, item->inv->name)) 3804 if (check_spell_known (who, item->inv->name))
3403 return; 3805 return;
3404 if (item->invisible) { 3806 if (item->invisible)
3807 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3809 do_learn_spell (who, item->inv, 0);
3407 return; 3810 return;
3408 } 3811 }
3409 } 3812 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3813 else if (item->type == SKILL_TOOL && item->invisible)
3814 {
3411 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 {
3412 3817
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3818 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3819 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3820 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3821 * but not all of them, he gets nothing.
3417 */ 3822 */
3418 if (!(skop->attacktype & item->attacktype)) { 3823 if (!(skop->attacktype & item->attacktype))
3824 {
3419 /* Give new attacktype */ 3825 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3826 skop->attacktype |= item->attacktype;
3421 3827
3422 /* always add physical if there's none */ 3828 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3829 skop->attacktype |= AT_PHYSICAL;
3424 3830
3425 if (item->msg != NULL) 3831 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3832 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3833
3428 /* Give player new face */ 3834 /* Give player new face */
3429 if (item->animation_id) { 3835 if (item->animation_id)
3836 {
3430 who->face = skop->face; 3837 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3838 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3839 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3840 who->last_anim = 0;
3434 who->state = 0; 3841 who->state = 0;
3435 animate_object(who, who->direction); 3842 animate_object (who, who->direction);
3436 } 3843 }
3844 }
3845 }
3437 } 3846 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3847 else if (item->type == FORCE)
3848 {
3441 /* forces in the treasurelist can alter the player's stats */ 3849 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3850 object *skin;
3851
3443 /* first get the dragon skin force */ 3852 /* first get the dragon skin force */
3444 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);
3445 skin=skin->below); 3854 if (skin == NULL)
3446 if (skin == NULL) return; 3855 return;
3447 3856
3448 /* adding new spellpath attunements */ 3857 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3860 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3861
3452 /* print message */ 3862 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3863 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3864 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3865 {
3456 if (j) 3866 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3867 {
3458 else 3868 if (j)
3459 j = 1; 3869 strcat (buf, " and ");
3870 else
3871 j = 1;
3460 strcat(buf, spellpathnames[i]); 3872 strcat (buf, spellpathnames[i]);
3461 } 3873 }
3462 } 3874 }
3463 strcat(buf,"."); 3875 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3876 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3877 }
3466 3878
3467 /* evtl. adding flags: */ 3879 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3880 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3881 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3882 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3883 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3884 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3885 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3886
3475 /* print message if there is one */ 3887 /* print message if there is one */
3476 if (item->msg != NULL) 3888 if (item->msg != NULL)
3477 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
3478 } 3892 {
3479 else {
3480 /* generate misc. treasure */ 3893 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3894 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3896 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3897 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3898 esrv_send_item (who, tmp);
3486 } 3899 }
3487} 3900}
3488 3901
3489/** 3902/**
3490 * 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
3491 * not readied. 3904 * not readied.
3492 */ 3905 */
3906void
3493void player_unready_range_ob(player *pl, object *ob) { 3907player_unready_range_ob (player *pl, object *ob)
3908{
3494 rangetype i; 3909 rangetype i;
3495 3910
3496 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 {
3497 if (pl->ranges[i] == ob) { 3913 if (pl->ranges[i] == ob)
3914 {
3498 pl->ranges[i] = NULL; 3915 pl->ranges[i] = NULL;
3499 if (pl->shoottype == i) { 3916 if (pl->shoottype == i)
3917 {
3500 pl->shoottype = range_none; 3918 pl->shoottype = range_none;
3501 } 3919 }
3502 } 3920 }
3503 } 3921 }
3504} 3922}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines