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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
42 33
43#ifdef COZY_SERVER 34#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 35extern int same_party (partylist *a, partylist *b);
45#endif 36#endif
46 37
38player *
47player *find_player(const char *plname) 39find_player (const char *plname)
48{ 40{
49 player *pl; 41 player *pl;
42
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 44 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 46 return pl;
54 }; 47 };
55 return NULL; 48 return NULL;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 67 {
73 if ( found ) 68 if (found)
74 return NULL; 69 return NULL;
75 70
76 found = pl; 71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
77 } 171 }
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); 172 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 173 size += strlen (buf);
170 } 174 }
171 }
172 175 }
176
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 178 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); 179 close_and_delete (fp, comp);
179} 180}
180 181
182int
181int playername_ok(const char *cp) { 183playername_ok (const char *cp)
184{
182 /* Don't allow - or _ as first character in the name */ 185 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 186 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
188 return 1; 192 return 1;
189} 193}
190 194
191/* This no longer sets the player map. Also, it now updates 195/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 196 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 197 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 201 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 202 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 203 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 204 * the one that is passed.
201 */ 205 */
202static player* get_player(player *p) { 206static player *
207get_player (player *p)
208{
203 object *op=arch_to_object(get_player_archetype(NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
204 int i; 210 int i;
205 211
206 if (!p) {
207 player *tmp;
208
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
214 * 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
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
231 * for next and socket. 213 * for next and socket.
232 */ 214 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 215 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 216
236 /* There are some elements we want initialized to non zero value - 217 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 218 * we deal with that below this point.
238 */ 219 */
239 p->party=NULL; 220 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 221 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 222 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 223 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 224 p->Swap_First = -1;
244 225
245#ifdef AUTOSAVE 226#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 227 p->last_save_tick = 9999999;
247#endif 228#endif
248 229
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 231
251 op->contr=p; /* this aren't yet in archetype */ 232 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 233 p->ob = op;
253 op->speed_left=0.5; 234 op->speed_left = 0.5;
254 op->speed=1.0; 235 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 237 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
261 p->state=ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
262 clear_los(op); 247 clear_los (op);
263 248
264 p->gen_sp_armour=10; 249 p->gen_sp_armour = 10;
265 p->last_speed= -1; 250 p->last_speed = -1;
266 p->shoottype=range_none; 251 p->shoottype = range_none;
267 p->bowtype=bow_normal; 252 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 253 p->petmode = pet_normal;
269 p->listening=10; 254 p->listening = 10;
270 p->usekeys=containers; 255 p->usekeys = containers;
271 p->last_weapon_sp= -1; 256 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 257 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 258 p->do_los = 1;
274 p->explore=0; 259 p->explore = 0;
275 p->no_shout=0; /* default can shout */ 260 p->no_shout = 0; /* default can shout */
276 261
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 262 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 263 op->race = op->arch->clone.race;
280 264
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 265 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 266
283 /* we need to clear these to -1 and not zero - otherwise, 267 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 268 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 269 * send new values to the client, as things like exp start
286 * at zero. 270 * at zero.
287 */ 271 */
288 for (i=0; i < NUM_SKILLS; i++) { 272 for (i = 0; i < NUM_SKILLS; i++)
273 {
289 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
291 } 276 }
277
292 for (i=0; i < NROFATTACKS; i++) { 278 for (i = 0; i < NROFATTACKS; i++)
293 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
294 } 280
295 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 282 p->last_weight = (uint32) - 1;
297 283
298 p->socket.update_look=0; 284 p->socket->update_look = 0;
299 p->socket.look_position=0; 285 p->socket->look_position = 0;
286
300 return p; 287 return p;
301} 288}
302
303 289
304/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
291static void
305static void set_first_map(object *op) 292set_first_map (object *op)
306{ 293{
307 strcpy(op->contr->maplevel, first_map_path); 294 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 295 op->x = -1;
309 op->y = -1; 296 op->y = -1;
310 enter_exit(op, NULL); 297 enter_exit (op, NULL);
311} 298}
312 299
313/* Tries to add player on the connection passwd in ns. 300/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 301 * All we can really get in this is some settings like host and display
315 * mode. 302 * mode.
316 */ 303 */
317 304
318int add_player(NewSocket *ns) { 305int
319 player *p; 306add_player (client_socket *ns)
307{
308 player *p = new player;
320 309
321 p=get_player(NULL);
322 p->socket = *ns; 310 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 311 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 312
325 fatal(OUT_OF_MEMORY); 313 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 314 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 315
328 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
329 * on the uncoming socket. 317
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 318 set_first_map (p->ob);
333 319
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 321 add_friendly_object (p->ob);
336 send_rules(p->ob); 322 send_rules (p->ob);
337 send_news(p->ob); 323 send_news (p->ob);
338 display_motd(p->ob); 324 display_motd (p->ob);
339 get_name(p->ob); 325 get_name (p->ob);
326
340 return 0; 327 return 0;
341} 328}
342 329
343/* 330/*
344 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 332 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 333 * Note: there MUST be at least one player archetype!
347 */ 334 */
335archetype *
348archetype *get_player_archetype(archetype* at) 336get_player_archetype (archetype *at)
349{ 337{
350 archetype *start = at; 338 archetype *start = at;
339
351 for (;;) { 340 for (;;)
341 {
352 if (at==NULL || at->next==NULL) 342 if (at == NULL || at->next == NULL)
353 at=first_archetype; 343 at = first_archetype;
354 else 344 else
355 at=at->next; 345 at = at->next;
356 if(at->clone.type==PLAYER) 346 if (at->clone.type == PLAYER)
357 return at; 347 return at;
358 if (at == start) { 348 if (at == start)
349 {
359 LOG (llevError, "No Player archetypes\n"); 350 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 351 exit (-1);
361 } 352 }
362 } 353 }
363} 354}
364 355
365 356
357object *
366object *get_nearest_player(object *mon) { 358get_nearest_player (object *mon)
359{
367 object *op = NULL; 360 object *op = NULL;
368 player *pl = NULL; 361 player *pl = NULL;
369 objectlink *ol; 362 objectlink *ol;
370 unsigned lastdist; 363 unsigned lastdist;
371 rv_vector rv; 364 rv_vector rv;
372 365
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
367 {
374 /* We should not find free objects on this friendly list, but it 368 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 369 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 370 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 371 * list is also free, so encapsulate this in a while loop.
378 */ 372 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
380 object *tmp=ol->ob; 375 object *tmp = ol->ob;
381 376
382 /* Can't do much more other than log the fact, because the object 377 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 378 * itself will have been cleared.
384 */ 379 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 381 ol = ol->next;
387 remove_friendly_object(tmp); 382 remove_friendly_object (tmp);
388 if (!ol) return op; 383 if (!ol)
389 } 384 return op;
385 }
390 386
391 /* Remove special check for player from this. First, it looks to cause 387 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 389 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 390 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 391 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 392 * on_same_map check, as can_detect_enemy also does this
397 */ 393 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 394 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 395 continue;
400 396
401 if(lastdist>rv.distance) { 397 if (lastdist > rv.distance)
398 {
402 op=ol->ob; 399 op = ol->ob;
403 lastdist=rv.distance; 400 lastdist = rv.distance;
404 } 401 }
405 } 402 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 403 for (pl = first_player; pl != NULL; pl = pl->next)
404 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
408 407
409 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
410 op=pl->ob; 409 {
411 lastdist=rv.distance; 410 op = pl->ob;
412 } 411 lastdist = rv.distance;
413 } 412 }
413 }
414 } 414 }
415#if 0 415#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 417#endif
418 return op; 418 return op;
419} 419}
420 420
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 421/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 422 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 423 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 460 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 461 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 462 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 463 * is blocking itself.
464 */ 464 */
465int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 466path_to_player (object *mon, object *pl, unsigned mindiff)
467{
466 rv_vector rv; 468 rv_vector rv;
467 sint16 x,y; 469 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 470 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 471 maptile *m, *lastmap;
470 472
471 get_rangevector(mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
472 474
473 if (rv.distance<mindiff) return 0; 475 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 476 return 0;
726}
727 477
728void confirm_password(object *op) { 478 x = mon->x;
479 y = mon->y;
480 m = mon->map;
481 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
484 /* If we can't solve it within the search distance, return now. */
485 if (diff > max)
486 return 0;
487 while (diff > 1 && max > 0)
488 {
489 lastx = x;
490 lasty = y;
491 lastmap = m;
492 x = lastx + freearr_x[dir];
493 y = lasty + freearr_y[dir];
729 494
495 mflags = get_map_flags (m, &m, x, y, &x, &y);
496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
497
498 /* Space is blocked - try changing direction a little */
499 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
500 && (m == mon->map && blocked_link (mon, m, x, y))))
501 {
502 /* recalculate direction from last good location. Possible
503 * we were not traversing ideal location before.
504 */
505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
506 if (rv.direction != dir)
507 {
508 /* OK - says direction should be different - lets reset the
509 * the values so it will try again.
510 */
511 x = lastx;
512 y = lasty;
513 m = lastmap;
514 dir = firstdir = rv.direction;
515 }
516 else
517 {
518 /* direct path is blocked - try taking a side step to
519 * either the left or right.
520 * Note increase the values in the loop below to be
521 * more than -1/1 respectively will mean the monster takes
522 * bigger detour. Have to be careful about these values getting
523 * too big (3 or maybe 4 or higher) as the monster may just try
524 * stepping back and forth
525 */
526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 {
528 if (i == 0)
529 continue; /* already did this, so skip it */
530 /* Use lastdir here - otherwise,
531 * since the direction that the creature should move in
532 * may change, you could get infinite loops.
533 * ie, player is northwest, but monster can only
534 * move west, so it does that. It goes some distance,
535 * gets blocked, finds that it should move north,
536 * can't do that, but now finds it can move east, and
537 * gets back to its original point. lastdir contains
538 * the last direction the creature has successfully
539 * moved.
540 */
541
542 x = lastx + freearr_x[absdir (lastdir + i)];
543 y = lasty + freearr_y[absdir (lastdir + i)];
544 m = lastmap;
545 mflags = get_map_flags (m, &m, x, y, &x, &y);
546 if (mflags & P_OUT_OF_MAP)
547 continue;
548 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
549 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
550 continue;
551 if (mflags & P_BLOCKSVIEW)
552 continue;
553
554 if (m == mon->map && blocked_link (mon, m, x, y))
555 break;
556 }
557 /* go through entire loop without finding a valid
558 * sidestep to take - thus, no valid path.
559 */
560 if (i == (DETOUR_AMOUNT + 1))
561 return 0;
562 diff--;
563 lastdir = dir;
564 max--;
565 if (!firstdir)
566 firstdir = dir + i;
567 } /* else check alternate directions */
568 } /* if blocked */
569 else
570 {
571 /* we moved towards creature, so diff is less */
572 diff--;
573 max--;
574 lastdir = dir;
575 if (!firstdir)
576 firstdir = dir;
577 }
578 if (diff <= 1)
579 {
580 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance.
582 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
585 }
586 if (diff > max)
587 return 0;
588 }
589 /* If we reached the max, didn't find a direction in time */
590 if (!max)
591 return 0;
592
593 return firstdir;
594}
595
596void
597give_initial_items (object *pl, treasurelist * items)
598{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603
604 for (op = pl->inv; op; op = next)
605 {
606 next = op->below;
607
608 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way
610 */
611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
612 SET_FLAG (op, FLAG_APPLIED);
613
614 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions
616 */
617 if (pl->type == PLAYER)
618 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
620 (op->type == ARMOUR || op->type == BOOTS ||
621 op->type == CLOAK || op->type == HELMET ||
622 op->type == SHIELD || op->type == GLOVES ||
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624 {
625 op->destroy ();
626 continue;
627 }
628 }
629
630 /* This really needs to be better - we should really give
631 * a substitute spellbook. The problem is that we don't really
632 * have a good idea what to replace it with (need something like
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */
636 if (op->type == SPELLBOOK || op->type == SKILL)
637 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 {
646 op->destroy ();
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
648 continue;
649 }
650
651 if (op->nrof > 1)
652 op->nrof = 1;
653 }
654
655 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659
660 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be
662 * merged properly.
663 */
664 if (need_identify (op))
665 {
666 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED);
669 }
670 if (op->type == SPELL)
671 {
672 op->destroy ();
673 continue;
674 }
675 else if (op->type == SKILL)
676 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0;
679 op->level = 1;
680 }
681 /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */
685
686 /* Need to set up the skill pointers */
687 link_player_skills (pl);
688}
689
690void
691get_name (object *op)
692{
730 op->contr->write_buf[0]='\0'; 693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
731 op->contr->state=ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 771}
734 772
773void
735void get_party_password(object *op, partylist *party) { 774get_party_password (object *op, partylist *party)
775{
736 if (party == NULL) { 776 if (party == NULL)
777 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 779 return;
739 } 780 }
740 op->contr->write_buf[0]='\0'; 781 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 785}
745 786
746 787
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int
748int roll_stat(void) { 790roll_stat (void)
791{
749 int a[4],i,j,k; 792 int a[4], i, j, k;
750 793
751 for(i=0;i<4;i++) 794 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 795 a[i] = (int) RANDOM () % 6 + 1;
753 796
754 for(i=0,j=0,k=7;i<4;i++) 797 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 798 if (a[i] < k)
756 k=a[i],j=i; 799 k = a[i], j = i;
757 800
758 for(i=0,k=0;i<4;i++) { 801 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 802 {
803 if (i != j)
804 k += a[i];
805 }
762 return k; 806 return k;
763} 807}
764 808
809void
765void roll_stats(object *op) { 810roll_stats (object *op)
811{
766 int sum=0; 812 int sum = 0;
767 int i = 0, j = 0; 813 int i = 0, j = 0;
768 int statsort[7]; 814 int statsort[7];
769 815
816 do
770 do { 817 {
771 op->stats.Str=roll_stat(); 818 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 819 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 820 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 821 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 822 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 823 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 824 op->stats.Cha = roll_stat ();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 826 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 827 while (sum < 82 || sum > 116);
782 828
783 /* Sort the stats so that rerolling is easier... */ 829 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 830 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 831 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 832 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 833 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 834 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 835 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 836 statsort[6] = op->stats.Cha;
791 837
792 /* a quick and dirty bubblesort? */ 838 /* a quick and dirty bubblesort? */
839 do
793 do { 840 {
794 if (statsort[i] < statsort[i + 1]) { 841 if (statsort[i] < statsort[i + 1])
842 {
795 j = statsort[i]; 843 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 844 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 845 statsort[i + 1] = j;
798 i = 0; 846 i = 0;
799 } else { 847 }
800 i++; 848 else
801 } 849 {
850 i++;
851 }
852 }
802 } while (i < 6); 853 while (i < 6);
803 854
804 op->stats.Str = statsort[0]; 855 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 856 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 857 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 858 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 859 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 860 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 861 op->stats.Cha = statsort[6];
811 862
812 863
813 op->contr->orig_stats.Str=op->stats.Str; 864 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 865 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 866 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 867 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 868 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 869 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 870 op->contr->orig_stats.Cha = op->stats.Cha;
820 871
821 op->level=1; 872 op->level = 1;
822 op->stats.exp=0; 873 op->stats.exp = 0;
823 op->stats.ac=0; 874 op->stats.ac = 0;
824 875
825 op->contr->levhp[1] = 9; 876 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 877 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 878 op->contr->levgrace[1] = 3;
828 879
829 fix_player(op); 880 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 881 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 882 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 883 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 884 op->contr->orig_stats = op->stats;
834} 885}
835 886
887void
836void Roll_Again(object *op) 888Roll_Again (object *op)
837{ 889{
838 esrv_new_player(op->contr, 0); 890 esrv_new_player (op->contr, 0);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 893}
841 894
895void
842void Swap_Stat(object *op,int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
843{ 897{
844 signed char tmp; 898 signed char tmp;
845 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
846 900
847 if ( op->contr->Swap_First == -1 ) { 901 if (op->contr->Swap_First == -1)
902 {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
851 return; 906 return;
852 } 907 }
853 908
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
855 910
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 912
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 914
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 916 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 917 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 918 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 919 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 920 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 921 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 922 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 923 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 924 op->stats.ac = 0;
871 925
872 op->level=1; 926 op->level = 1;
873 op->stats.exp=0; 927 op->stats.exp = 0;
874 op->stats.ac=0; 928 op->stats.ac = 0;
875 929
876 op->contr->levhp[1] = 9; 930 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 931 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 932 op->contr->levgrace[1] = 3;
879 933
880 fix_player(op); 934 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 935 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 936 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 937 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 938 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 939 op->contr->Swap_First = -1;
886} 940}
887 941
888 942
889/* This code has been greatly reduced, because with set_attr_value 943/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 944 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 945 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats 946 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how 947 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation. 948 * the number's access that stat. The table does that translation.
895 */ 949 */
950int
896int key_roll_stat(object *op, char key) 951key_roll_stat (object *op, char key)
897{ 952{
898 int keynum = key -'0'; 953 int keynum = key - '0';
899 char buf[MAX_BUF]; 954 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
901 956
902 if (keynum>0 && keynum<=7) { 957 if (keynum > 0 && keynum <= 7)
958 {
903 if (op->contr->Swap_First==-1) { 959 if (op->contr->Swap_First == -1)
960 {
904 op->contr->Swap_First=stat_trans[keynum]; 961 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 964 }
908 else 965 else
909 Swap_Stat(op,stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
910 967
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 969 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 } 970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
922 982
923#if 0 983#if 0
924 /* So that enter_exit will put us at startx/starty */ 984 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 985 op->x = -1;
926 986
927 enter_exit(op,NULL); 987 enter_exit (op, NULL);
928#endif 988#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 991 add_statbonus (op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 995 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 997 return 0;
937 } 998 }
938 case 'y': 999 case 'y':
939 case 'Y': 1000 case 'Y':
940 roll_stats(op); 1001 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1003 return 1;
943 1004
944 case 'q': 1005 case 'q':
945 case 'Q': 1006 case 'Q':
946 play_again(op); 1007 play_again (op);
947 return 1; 1008 return 1;
948 1009
949 default: 1010 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
951 return 0; 1012 return 0;
952 } 1013 }
953 return 0; 1014 return 0;
954} 1015}
955 1016
956/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1018 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1019 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1020 * separate race and class; this actually changes the RACE,
960 * not the class. 1021 * not the class.
961 */ 1022 */
962 1023
1024int
963int key_change_class(object *op, char key) 1025key_change_class (object *op, char key)
964{ 1026{
965 int tmp_loop; 1027 int tmp_loop;
966 1028
967 if(key=='q'||key=='Q') { 1029 if (key == 'q' || key == 'Q')
1030 {
968 remove_ob(op); 1031 op->remove ();
969 play_again(op); 1032 play_again (op);
970 return 0; 1033 return 0;
971 } 1034 }
972 if(key=='d'||key=='D') { 1035 if (key == 'd' || key == 'D')
1036 {
973 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
974 1038
975 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 1041
979 /* Lauwenmark : Here we handle the BORN global event */ 1042 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
981 1045
982 /* Lauwenmark : We then generate a LOGIN event */ 1046 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 1047 INVOKE_PLAYER (LOGIN, op->contr);
1048
984 op->contr->state=ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
985 1050
986 if (op->msg) { 1051 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 1052 op->msg = NULL;
989 }
990 1053
991 /* We create this now because some of the unique maps will need it 1054 /* We create this now because some of the unique maps will need it
992 * to save here. 1055 * to save here.
993 */ 1056 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 1058 make_path_to_file (buf);
996 1059
997#ifdef AUTOSAVE 1060#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 1061 op->contr->last_save_tick = pticks;
999#endif 1062#endif
1000 start_info(op); 1063 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 1064 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 1065 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 1066 link_player_skills (op);
1004 esrv_send_inventory(op, op); 1067 esrv_send_inventory (op, op);
1005 fix_player(op); 1068 fix_player (op);
1006 1069
1007 /* This moves the player to a different start map, if there 1070 /* This moves the player to a different start map, if there
1008 * is one for this race 1071 * is one for this race
1009 */ 1072 */
1010 if(*first_map_ext_path) { 1073 if (*first_map_ext_path)
1074 {
1011 object *tmp; 1075 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 1077
1015 first_map_ext_path, op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 1079 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 1080 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1022 * default initial map */ 1085 * default initial map */
1023 free_object(tmp); 1086 tmp->destroy ();
1087 }
1024 } else { 1088 else
1089 {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 1091 }
1027 return 0; 1092 return 0;
1028 } 1093 }
1029 1094
1030 /* Following actually changes the race - this is the default command 1095 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1096 * if we don't match with one of the options above.
1032 */ 1097 */
1033 1098
1034 tmp_loop = 0; 1099 tmp_loop = 0;
1035 while(!tmp_loop) { 1100 while (!tmp_loop)
1036 const char *name = add_string (op->name); 1101 {
1102 shstr name = op->name;
1037 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1104
1038 remove_statbonus(op); 1105 remove_statbonus (op);
1039 remove_ob (op); 1106 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 1107 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1109 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1111 op->name = op->name_pl = name;
1044 op->name = name; 1112 op->x = x;
1045 free_string(op->name_pl); 1113 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1115 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1116 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1117 add_statbonus (op);
1054 tmp_loop=allowed_class(op); 1118 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1119 }
1120
1058 update_object(op,UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1122 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 1123 fix_player (op);
1061 op->stats.hp=op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 1126 op->stats.grace = 0;
1127
1064 if (op->msg) 1128 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 1132 return 0;
1068} 1133}
1069 1134
1135int
1070int key_confirm_quit(object *op, char key) 1136key_confirm_quit (object *op, char key)
1071{ 1137{
1072 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1073 1139
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1075 op->contr->state=ST_PLAYING; 1142 op->contr->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1144 return 1;
1078 } 1145 }
1079 1146
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1147 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1082 terminate_all_pets(op); 1150 terminate_all_pets (op);
1083 leave_map(op); 1151 leave_map (op);
1084 op->direction=0; 1152 op->direction = 0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1086 "%s quits the game.",op->name);
1087 1154
1088 strcpy(op->contr->killer,"quit"); 1155 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1156 check_score (op);
1090 op->contr->party=NULL; 1157 op->contr->party = NULL;
1091 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1159 op->contr->own_title[0] = '\0';
1093 1160
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1095 mapstruct *mp, *next; 1162 {
1163 maptile *mp, *next;
1096 1164
1097 /* We need to hunt for any per player unique maps in memory and 1165 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional, 1166 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname 1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */ 1168 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1103 next = mp->next; 1172 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1173 if (!strncmp (mp->path, buf, strlen (buf)))
1105 delete_map(mp); 1174 delete_map (mp);
1106 } 1175 }
1107 1176
1108 delete_character(op->name, 1); 1177 delete_character (op->name, 1);
1109 } 1178 }
1179
1110 play_again(op); 1180 play_again (op);
1111 return 1; 1181 return 1;
1112} 1182}
1113 1183
1184void
1114void flee_player(object *op) { 1185flee_player (object *op)
1186{
1115 int dir,diff; 1187 int dir, diff;
1116 rv_vector rv; 1188 rv_vector rv;
1117 1189
1118 if(op->stats.hp < 0) { 1190 if (op->stats.hp < 0)
1191 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1192 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1193 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1194 return;
1122 } 1195 }
1123 1196
1124 if(op->enemy==NULL) { 1197 if (op->enemy == NULL)
1198 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1199 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1201 return;
1128 } 1202 }
1129 1203
1130 /* Seen some crashes here. Since we don't store an 1204 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1205 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1206 * actual enemy, and the object is recycled.
1133 */ 1207 */
1134 if (op->enemy->map == NULL) { 1208 if (op->enemy->map == NULL)
1209 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1210 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1211 op->enemy = NULL;
1137 return; 1212 return;
1138 } 1213 }
1139 1214
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 {
1141 op->enemy=NULL; 1217 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1219 return;
1144 } 1220 }
1145 get_rangevector(op, op->enemy, &rv, 0); 1221 get_rangevector (op, op->enemy, &rv, 0);
1146 1222
1147 dir=absdir(4+rv.direction); 1223 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1224 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1225 {
1226 int m = 1 - (RANDOM () & 2);
1227
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return;
1231 }
1232 }
1155 /* Cornered, get rid of scared */ 1233 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1234 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1235 op->enemy = NULL;
1158} 1236}
1159 1237
1160 1238
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1239/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1240 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1241 * stop.
1164 */ 1242 */
1243int
1165int check_pick(object *op) { 1244check_pick (object *op)
1245{
1166 object *tmp, *next; 1246 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1247 int stop = 0;
1169 int j, k, wvratio; 1248 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1171 1250
1172
1173 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1175 return 1; 1253 return 1;
1176 1254
1177 op_tag = op->count;
1178
1179 next = op->below; 1255 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1256
1183 /* loop while there are items on the floor that are not marked as 1257 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1258 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1186 { 1260 {
1187 tmp = next; 1261 tmp = next;
1188 next = tmp->below; 1262 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1263
1192 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1193 return 0; 1265 return 0;
1194 1266
1195 if ( ! can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1196 continue; 1268 continue;
1197 1269
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1271 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1272 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1273 pick_up (op, tmp);
1202 continue; 1274 continue;
1203 } 1275 }
1204 1276
1205 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1278 if (!(op->contr->mode & PU_NEWMODE))
1279 {
1207 switch (op->contr->mode) { 1280 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1281 {
1209 case 1: pick_up (op, tmp); 1282 case 0:
1210 return 1; 1283 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1284 case 1:
1212 return 0; 1285 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1286 return 1;
1214 case 4: pick_up (op, tmp); 1287 case 2:
1215 break; 1288 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1289 return 0;
1217 stop = 1; 1290 case 3:
1218 break; 1291 return 0; /* stop before pickup */
1219 case 6: 1292 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1293 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1294 break;
1222 pick_up(op, tmp); 1295 case 5:
1223 break; 1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 pick_up (op, tmp);
1302 break;
1224 1303
1225 case 7: 1304 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1305 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1306 pick_up (op, tmp);
1228 break; 1307 break;
1229 1308
1230 default: 1309 default:
1231 /* use value density */ 1310 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1313 pick_up (op, tmp);
1235 >= op->contr->mode) 1314 }
1236 pick_up(op,tmp); 1315 }
1237 } 1316 else
1238 } 1317 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1318 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1319 if (op->contr->mode & PU_DEBUG)
1242 { 1320 {
1243 /* some debugging code to figure out item information */ 1321 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1322 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1325 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1253 1329
1254 sprintf(putstring,"...flags: "); 1330 sprintf (putstring, "...flags: ");
1255 for(k=0;k<4;k++) 1331 for (k = 0; k < 4; k++)
1256 { 1332 {
1257 for(j=0;j<32;j++) 1333 for (j = 0; j < 32; j++)
1258 { 1334 {
1259 if((tmp->flags[k]>>j)&0x01) 1335 if ((tmp->flags[k] >> j) & 0x01)
1260 { 1336 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1337 sprintf (tmpstr, "%d ", k * 32 + j);
1262 strcat(putstring, tmpstr); 1338 strcat (putstring, tmpstr);
1263 } 1339 }
1264 } 1340 }
1265 } 1341 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1267 1343
1268#if 0 1344#if 0
1269 /* print the flags too */ 1345 /* print the flags too */
1270 for(k=0;k<4;k++) 1346 for (k = 0; k < 4; k++)
1271 { 1347 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1273 for(j=0;j<32;j++) 1349 for (j = 0; j < 32; j++)
1274 { 1350 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1352 if (!((j + 1) % 4))
1277 } 1353 fprintf (stderr, " ");
1354 }
1278 fprintf(stderr," [%d]\n", k*32); 1355 fprintf (stderr, " [%d]\n", k * 32);
1279 } 1356 }
1280#endif 1357#endif
1281 } 1358 }
1282 /* philosophy: 1359 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 1360 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 1361 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 1362 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 1363 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 1364 * example.
1288 * The drawback: right now it has no frontend, so you need to 1365 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 1366 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 1367 * convert to decimal and then 'pickup <#>
1291 */ 1368 */
1292 1369
1293 /* the first two modes are exclusive: if NOTHING we return, if 1370 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 1371 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 1372 * meaning if any test passes, the item gets picked up. */
1296 1373
1297 /* if mode is set to pick nothing up, return */ 1374 /* if mode is set to pick nothing up, return */
1298 1375
1299 if(op->contr->mode & PU_NOTHING) return 1; 1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1300 1378
1301 /* if mode is set to stop when encountering objects, return */ 1379 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 1380 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 1381 * anything up */
1304 1382
1305 if(op->contr->mode & PU_STOP) return 0; 1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1306 1385
1307 /* useful for going into stores and not losing your settings... */ 1386 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 1387 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 1388 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1311 1391
1312 /* prevent us from turning into auto-thieves :) */ 1392 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue;
1314 1395
1315 /* ignore known cursed objects */ 1396 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1398 continue;
1317 1399
1318 /* all food and drink if desired */ 1400 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1404 {
1405 pick_up (op, tmp);
1406 continue;
1407 }
1408
1323 if(op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1326 1415
1327 if(op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1330 1422
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1335 if(op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1338 if(op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1341 1444
1342 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1346 1452
1347 /* pick up all magical items */ 1453 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1351 1460
1352 if(op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1353 { 1462 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1464 {
1356 } 1465 pick_up (op, tmp);
1466 continue;
1467 }
1468 }
1357 1469
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1362 1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1363 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1367 if(op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1370 1500
1371 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1375 if(op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1378 if(op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1381 if(op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1384 if(op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1387 if(op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1390 1543
1391 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1395 1551
1396 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1554 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1555 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1556 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1559 {
1404 } 1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1566 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1568 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1569 pick_up (op, tmp);
1410 } 1570 continue;
1411 } 1571 }
1572 }
1573 }
1412 1574
1413 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1417 1582
1418 /* any of the last 4 bits set means we use the ratio for value 1583 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1584 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1585 if (op->contr->mode & PU_RATIO)
1421 { 1586 {
1422 /* use value density to decide what else to grab */ 1587 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1588 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1589 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1428 { 1593 {
1429 pick_up(op, tmp); 1594 pick_up (op, tmp);
1430#if 0 1595#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1597 if (tmp->name != NULL)
1598 {
1433 fprintf(stderr,"%s", tmp->name); 1599 fprintf (stderr, "%s", tmp->name);
1434 } 1600 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1601 else
1602 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1603 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1438#endif 1605#endif
1439 continue; 1606 continue;
1440 } 1607 }
1608 }
1609 } /* the new pickup model */
1441 } 1610 }
1442 } /* the new pickup model */ 1611
1443 }
1444 return ! stop; 1612 return !stop;
1445} 1613}
1446 1614
1447/* 1615/*
1448 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1617 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1618 * found object is returned.
1451 */ 1619 */
1620object *
1452object *find_arrow(object *op, const char *type) 1621find_arrow (object *op, const char *type)
1453{ 1622{
1454 object *tmp = NULL; 1623 object *tmp = NULL;
1455 1624
1456 for(op=op->inv; op; op=op->below) 1625 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1627 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1628 else if (op->type == ARROW && op->race == type)
1461 return op; 1629 return op;
1462 return tmp; 1630 return tmp;
1463} 1631}
1464 1632
1465/* 1633/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1635 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1636 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1637 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1638 */
1471 1639
1640object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1641find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1642{
1474 object *tmp = NULL, *arrow, *ntmp; 1643 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1644 int attacknum, attacktype, betterby = 0, i;
1476 1645
1477 if (!type) 1646 if (!type)
1478 return NULL; 1647 return NULL;
1479 1648
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1649 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1650 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1652 {
1653 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1654 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1655 if (i > betterby)
1486 tmp = ntmp; 1656 {
1487 betterby = i; 1657 tmp = ntmp;
1488 } 1658 betterby = i;
1659 }
1660 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1661 else if (arrow->type == ARROW && arrow->race == type)
1662 {
1490 /* allways prefer assasination/slaying */ 1663 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1665 {
1493 if (arrow->attacktype & AT_DEATH) { 1666 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1667 {
1495 return arrow; 1668 *better = 100;
1496 } else { 1669 return arrow;
1497 tmp = arrow; 1670 }
1671 else
1672 {
1673 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1674 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1675 }
1500 } else { 1676 }
1677 else
1678 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 {
1502 attacktype = 1<<attacknum; 1681 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1684 {
1685 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1687 }
1508 } 1688 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1690 {
1691 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1692 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1693 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1695 {
1696 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1697 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1698 }
1699 }
1700 }
1517 } 1701 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1702 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1703 return find_arrow (op, type);
1522 1704
1523 *better = betterby; 1705 *better = betterby;
1524 return tmp; 1706 return tmp;
1525} 1707}
1526 1708
1527/* looks in a given direction, finds the first valid target, and calls 1709/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1710 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1711 * op = the shooter
1530 * type = bow->race 1712 * type = bow->race
1531 * dir = fire direction 1713 * dir = fire direction
1532 */ 1714 */
1533 1715
1716object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1535{ 1718{
1536 object *tmp = NULL; 1719 object *tmp = NULL;
1537 mapstruct *m; 1720 maptile *m;
1538 int i, mflags, found, number; 1721 int i, mflags, found, number;
1539 sint16 x, y; 1722 sint16 x, y;
1540 1723
1541 if (op->map == NULL) 1724 if (op->map == NULL)
1542 return find_arrow(op, type); 1725 return find_arrow (op, type);
1543 1726
1544 /* do a dex check */ 1727 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1728 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1729 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1730 return find_arrow (op, type);
1548 1731
1549 m = op->map; 1732 m = op->map;
1550 x = op->x; 1733 x = op->x;
1551 y = op->y; 1734 y = op->y;
1552 1735
1553 /* find the first target */ 1736 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1737 for (i = 0, found = 0; i < 20; i++)
1738 {
1555 x += freearr_x[dir]; 1739 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1740 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1741 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 {
1559 tmp = NULL; 1744 tmp = NULL;
1560 break; 1745 break;
1746 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1750 * perhaps a bad assumption.
1564 */ 1751 */
1565 tmp = NULL; 1752 tmp = NULL;
1566 break; 1753 break;
1567 } 1754 }
1568 if (mflags & P_IS_ALIVE) { 1755 if (mflags & P_IS_ALIVE)
1756 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1758 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1759 {
1572 break; 1760 found++;
1573 } 1761 break;
1762 }
1574 if (found) 1763 if (found)
1575 break; 1764 break;
1576 } 1765 }
1577 } 1766 }
1578 if (tmp == NULL) 1767 if (tmp == NULL)
1579 return find_arrow(op, type); 1768 return find_arrow (op, type);
1580 1769
1581 if (tmp->head) 1770 if (tmp->head)
1582 tmp = tmp->head; 1771 tmp = tmp->head;
1583 1772
1584 return find_better_arrow(op, tmp, type, &i); 1773 return find_better_arrow (op, tmp, type, &i);
1585} 1774}
1586 1775
1587/* 1776/*
1588 * Creature fires a bow - op can be monster or player. Returns 1777 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1778 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1781 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1782 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1783 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1784 * player fire modes.
1596 */ 1785 */
1786int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1788{
1600 object *left, *bow; 1789 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1790 int bowspeed, mflags;
1603 mapstruct *m; 1791 maptile *m;
1604 1792
1605 if (!dir) { 1793 if (!dir)
1794 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1796 return 0;
1608 } 1797 }
1609 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1799 bow = op->contr->ranges[range_bow];
1611 else { 1800 else
1801 {
1612 for(bow=op->inv; bow; bow=bow->below) 1802 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1803 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1804 * don't need to switch back and forth between bows and weapons.
1615 */ 1805 */
1616 if(bow->type==BOW) 1806 if (bow->type == BOW)
1617 break; 1807 break;
1618 1808
1619 if (!bow) { 1809 if (!bow)
1810 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1812 return 0;
1622 } 1813 }
1623 } 1814 }
1624 if( !bow->race || !bow->skill) { 1815 if (!bow->race || !bow->skill)
1816 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1818 return 0;
1627 } 1819 }
1628 1820
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1822
1631 /* penalize ROF for bestarrow */ 1823 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1) 1826 if (bowspeed < 1)
1635 bowspeed = 1; 1827 bowspeed = 1;
1636 1828
1637 if (arrow == NULL) { 1829 if (arrow == NULL)
1830 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1831 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 {
1639 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1836 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1837 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1838 return 0;
1646 } 1839 }
1647 } 1840 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1842 if (mflags & P_OUT_OF_MAP)
1650 return 0;
1651 } 1843 {
1844 return 0;
1845 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1849 return 0;
1655 } 1850 }
1656 1851
1657 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1853 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1854 {
1855 arrow->destroy ();
1856 return 0;
1857 }
1663 1858
1664 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1861 if (arrow == NULL)
1862 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1864 return 0;
1670 return 0;
1671 } 1865 }
1672 set_owner(arrow, op); 1866 arrow->set_owner (op);
1673 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill); 1867 arrow->skill = bow->skill;
1675 1868
1676 arrow->direction=dir; 1869 arrow->direction = dir;
1677 arrow->x = sx; 1870 arrow->x = sx;
1678 arrow->y = sy; 1871 arrow->y = sy;
1679 1872
1680 if (op->type == PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1876 fix_player (op);
1683 } 1877 }
1684 1878
1685 SET_ANIMATION(arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1691 1885
1692 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1887 * added to the damage. I think the strength bonus is more proper.
1694 */ 1888 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1700 /* update the speed */ 1892 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1895
1706 if (arrow->speed < 1.0) 1896 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1897 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1898 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1899 arrow->speed_left = 0;
1710 1900
1711 if (op->type == PLAYER) { 1901 if (op->type == PLAYER)
1902 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1906
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1908 }
1909 else
1910 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1912 arrow->level = op->level;
1723 } 1913 }
1914
1724 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1726 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying); 1919 arrow->slaying = bow->slaying;
1728 1920
1729 arrow->map = m; 1921 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1924
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1736 1927
1737 if (!was_destroyed(arrow, tag)) 1928 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1929 move_arrow (arrow);
1739 1930
1740 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1932 {
1933 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1743 else 1935 else
1744 esrv_send_item(op, left); 1936 esrv_send_item (op, left);
1745 } 1937 }
1938
1746 return 1; 1939 return 1;
1747} 1940}
1748 1941
1749/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1943 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1944 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1945 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1946 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1947 * hence the function name.
1755 */ 1948 */
1949int
1756int player_fire_bow(object *op, int dir) 1950player_fire_bow (object *op, int dir)
1757{ 1951{
1758 int ret=0, wcmod=0; 1952 int ret = 0, wcmod = 0;
1759 1953
1760 if (op->contr->bowtype == bow_bestarrow) { 1954 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1955 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1957 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1961 wcmod = -1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1963 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1964 else if (op->contr->bowtype == bow_threewide)
1965 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1970 else if (op->contr->bowtype == bow_spreadshot)
1971 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1975
1778 } else { 1976 }
1977 else
1978 {
1779 /* Simple case */ 1979 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1981 }
1782 return ret; 1982 return ret;
1783} 1983}
1784 1984
1785 1985
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1986/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1987 * Broken apart from 'fire' to keep it more readable.
1788 */ 1988 */
1989void
1789void fire_misc_object(object *op, int dir) 1990fire_misc_object (object *op, int dir)
1790{ 1991{
1791 object *item; 1992 object *item;
1792 1993
1793 if (!op->contr->ranges[range_misc]) { 1994 if (!op->contr->ranges[range_misc])
1995 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1997 return;
1796 } 1998 }
1797 1999
1798 item = op->contr->ranges[range_misc]; 2000 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2001 if (!item->inv)
2002 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2003 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2004 return;
1802 } 2005 }
1803 if (item->type == WAND) { 2006 if (item->type == WAND)
2007 {
1804 if(item->stats.food<=0) { 2008 if (item->stats.food <= 0)
2009 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2012 return;
1808 } 2013 }
2014 }
1809 } else if (item->type == ROD || item->type==HORN) { 2015 else if (item->type == ROD || item->type == HORN)
2016 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2020 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2022 else
1815 else 2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 2024 return;
1819 } 2025 }
1820 } 2026 }
1821 2027
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2028 if (cast_spell (op, item, dir, item->inv, NULL))
2029 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1825 if (!(--item->stats.food)) { 2033 if (!(--item->stats.food))
1826 object *tmp; 2034 {
1827 if (item->arch) { 2035 object *tmp;
2036
2037 if (item->arch)
2038 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2039 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2040 item->face = item->arch->clone.face;
1830 item->speed = 0; 2041 item->speed = 0;
1831 update_ob_speed(item); 2042 update_ob_speed (item);
1832 } 2043 }
1833 if ((tmp=is_player_inv(item))) 2044 if ((tmp = is_player_inv (item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2045 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2046 }
1836 } 2047 }
1837 else if (item->type == ROD || item->type==HORN) { 2048 else if (item->type == ROD || item->type == HORN)
2049 {
1838 drain_rod_charge(item); 2050 drain_rod_charge (item);
1839 } 2051 }
1840 } 2052 }
1841} 2053}
1842 2054
1843/* Received a fire command for the player - go and do it. 2055/* Received a fire command for the player - go and do it.
1844 */ 2056 */
2057void
1845void fire(object *op,int dir) { 2058fire (object *op, int dir)
2059{
1846 int spellcost=0; 2060 int spellcost = 0;
1847 2061
1848 /* check for loss of invisiblity/hide */ 2062 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2063 if (action_makes_visible (op))
2064 make_visible (op);
1850 2065
1851 switch(op->contr->shoottype) { 2066 switch (op->contr->shoottype)
2067 {
1852 case range_none: 2068 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 2069 return;
1889 default: 2070
2071 case range_bow:
2072 player_fire_bow (op, dir);
2073 return;
2074
2075 case range_magic: /* Casting spells */
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2077 return;
2078
2079 case range_misc:
2080 fire_misc_object (op, dir);
2081 return;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2107 return;
1892 } 2108 }
1893} 2109}
1894 2110
1895 2111
1896 2112
1903 * inv is the objects inventory to searched 2119 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2120 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2121 * This function can be called recursively to search containers.
1906 */ 2122 */
1907 2123
2124object *
1908object * find_key(object *pl, object *container, object *door) 2125find_key (object *pl, object *container, object *door)
1909{ 2126{
1910 object *tmp,*key; 2127 object *tmp, *key;
1911 2128
1912 /* Should not happen, but sanity checking is never bad */ 2129 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2130 if (container->inv == NULL)
2131 return NULL;
1914 2132
1915 /* First, lets try to find a key in the top level inventory */ 2133 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2136 if (door->type == DOOR && tmp->type == KEY)
2137 break;
1918 /* For sanity, we should really check door type, but other stuff 2138 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2139 * (like containers) can be locked with special keys
1920 */ 2140 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2142 break;
1923 } 2143 }
1924 /* No key found - lets search inventories now */ 2144 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 2145 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 2146 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 2147 * a key, return
1928 */ 2148 */
1929 if (!tmp) { 2149 if (!tmp)
2150 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152 {
1931 /* No reason to search empty containers */ 2153 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2154 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL)
2157 return key;
2158 }
2159 }
2160 if (!tmp)
2161 return NULL;
1934 } 2162 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 2163 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 2164 * see if we actually want to use it
1940 */ 2165 */
1941 if (pl!=container) { 2166 if (pl != container)
2167 {
1942 /* Only let players use keys in containers */ 2168 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2169 if (!pl->contr)
2170 return NULL;
1944 /* cases where this fails: 2171 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2172 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2173 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2174 * If the container is not active, return now since only active
1948 * containers can be used. 2175 * containers can be used.
1949 * If we only search keyrings and the container does not have 2176 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2177 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2178 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2179 * inv must have been an container and must have been active.
1953 * 2180 *
1954 * Change the color so that the message doesn't disappear with 2181 * Change the color so that the message doesn't disappear with
1955 * all the others. 2182 * all the others.
1956 */ 2183 */
1957 if (pl->contr->usekeys == key_inventory || 2184 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2185 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2187 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2190 return NULL;
1966 } 2191 }
1967 } 2192 }
1968 return tmp; 2193 return tmp;
1969} 2194}
1970 2195
1971/* moved door processing out of move_player_attack. 2196/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2197 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2198 * such that the caller should not do anything more,
1974 * 0 otherwise 2199 * 0 otherwise
1975 */ 2200 */
2201static int
1976static int player_attack_door(object *op, object *door) 2202player_attack_door (object *op, object *door)
1977{ 2203{
1978 2204
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2205 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 2206 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2207 * otherwise, we fall through to the rest of the code.
1982 */ 2208 */
1983 object *key=find_key(op, op, door); 2209 object *key = find_key (op, op, door);
1984 2210
1985 /* IF we found a key, do some extra work */ 2211 /* IF we found a key, do some extra work */
1986 if (key) { 2212 if (key)
2213 {
1987 object *container=key->env; 2214 object *container = key->env;
1988 2215
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2217 if (action_makes_visible (op))
2218 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2221 if (door->type == DOOR)
2222 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2224 }
1995 else if(door->type==LOCKED_DOOR) { 2225 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2226 {
1997 "You open the door with the %s", query_short_name(key)); 2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2228 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2229 }
2000 /* Do this after we print the message */ 2230 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2231 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2232 /* Need to update the weight the container the key was in */
2003 if (container != op) 2233 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2234 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2235 return 1; /* Nothing more to do below */
2236 }
2006 } else if (door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
2238 {
2007 /* Might as well return now - no other way to open this */ 2239 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2241 return 1;
2010 } 2242 }
2011 return 0; 2243 return 0;
2012} 2244}
2013 2245
2014/* This function is just part of a breakup from move_player. 2246/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2247 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2248 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2249 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2250 * going to try and move (not fire weapons).
2019 */ 2251 */
2020 2252
2253void
2021void move_player_attack(object *op, int dir) 2254move_player_attack (object *op, int dir)
2022{ 2255{
2023 object *tmp, *mon, *tpl; 2256 object *tmp, *mon;
2024 sint16 nx, ny; 2257 sint16 nx, ny;
2025 int on_battleground; 2258 int on_battleground;
2026 mapstruct *m; 2259 maptile *m;
2027 2260
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2261 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2262 ny = freearr_y[dir] + op->y;
2032 2263
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2034 2265
2035 /* If braced, or can't move to the square, and it is not out of the 2266 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2267 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2268 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2269 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2270 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2271 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2272 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2273 * move_ob uses.
2043 */ 2274 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2279 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2280 if (!m)
2048 } 2281 return; /* Don't think this should happen */
2049 else m =tpl->map; 2282 }
2050 2283 else
2284 m = op->map;
2285
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2053 return; 2289 return;
2054 } 2290 }
2055 2291
2056 mon = NULL; 2292 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2293 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2294 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2295 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2296 * on the space
2061 */ 2297 */
2062 while (tmp!=NULL) { 2298 while (tmp != NULL)
2299 {
2063 if (tmp == op) { 2300 if (tmp == op)
2064 tmp=tmp->above; 2301 {
2065 continue; 2302 tmp = tmp->above;
2066 } 2303 continue;
2304 }
2305
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2307 {
2069 break; 2308 mon = tmp;
2070 } 2309 break;
2310 }
2311
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2313 mon = tmp;
2314
2073 tmp=tmp->above; 2315 tmp = tmp->above;
2074 } 2316 }
2075 2317
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2319 return; /* into a wall */
2078 2320
2079 if(mon->head != NULL) 2321 if (mon->head != NULL)
2080 mon = mon->head; 2322 mon = mon->head;
2081 2323
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2325 if (player_attack_door (op, mon))
2326 return;
2084 2327
2085 /* The following deals with possibly attacking peaceful 2328 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2329 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2330 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2331 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2332 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2333 * and thus will not push them.
2091 */ 2334 */
2092 2335
2093 /* If the creature is a pet, push it even if the player is not 2336 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2337 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2096 */ 2339 */
2097 if ((op->type==PLAYER) 2340 if ((op->type == PLAYER)
2098#if COZY_SERVER 2341#if COZY_SERVER
2099 && 2342 &&
2100 ( 2343 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2345#else
2106 && get_owner(mon)==op 2346 && mon->owner == op
2107#endif 2347#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2349 {
2110 /* If we're braced, we don't want to switch places with it */ 2350 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2351 if (op->contr->braced)
2352 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2354 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2115 return; 2357 return;
2116 } 2358 }
2117 2359
2118 /* in certain circumstances, you shouldn't attack friendly 2360 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2361 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2362 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2363 * attack them either.
2122 */ 2364 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2365 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2367#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2368 (op->contr->peaceful
2369 || (mon->type == PLAYER
2370 && mon->contr->
2371 peaceful)) &&
2128#else 2372#else
2129 op->contr->peaceful && 2373 op->contr->peaceful &&
2130#endif 2374#endif
2131 !on_battleground 2375 !on_battleground))
2376 {
2377 if (!op->contr->braced)
2132 )) { 2378 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2380 (void) push_ob (mon, dir, op);
2136 } else { 2381 }
2382 else
2383 {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2384 new_draw_info (0, 0, op, "You withhold your attack");
2138 } 2385 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2386 if (op->contr->tmp_invis || op->hide)
2140 } 2387 make_visible (op);
2388 }
2141 2389
2142 /* If the object is a boulder or other rollable object, then 2390 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2391 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2392 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2394 {
2146 recursive_roll(mon,dir,op); 2395 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2396 if (action_makes_visible (op))
2148 } 2397 make_visible (op);
2398 }
2149 2399
2150 /* Any generic living creature. Including things like doors. 2400 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2401 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2402 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2403 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2404 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2405 */
2156 2406
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2409 {
2160 2410
2161 /* If the player hasn't hit something this tick, and does 2411 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2412 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2413 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2414 * incurred a 1 tick offset.
2165 */ 2415 */
2166 if (!op->contr->has_hit) { 2416 if (!op->contr->has_hit)
2417 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2418 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2419
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2421 }
2171 2422
2172 skill_attack(mon, op, 0, NULL, NULL); 2423 skill_attack (mon, op, 0, NULL, NULL);
2173 2424
2174 /* If attacking another player, that player gets automatic 2425 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2426 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2427 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2428 * the wiz.
2178 */ 2429 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2431 {
2181 short luck = mon->stats.luck; 2432 short luck = mon->stats.luck;
2433
2182 mon->contr->has_hit = 1; 2434 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2435 skill_attack (op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2436 mon->stats.luck = luck;
2185 } 2437 }
2186 if(action_makes_visible(op)) make_visible(op); 2438 if (action_makes_visible (op))
2187 } 2439 make_visible (op);
2440 }
2188 } /* if player should attack something */ 2441 } /* if player should attack something */
2189} 2442}
2190 2443
2444int
2191int move_player(object *op,int dir) { 2445move_player (object *op, int dir)
2446{
2192 int pick; 2447 int pick;
2193 object *transport = op->contr->transport;
2194 2448
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2450 return 0;
2451
2452 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9))
2454 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0;
2457 }
2458
2459 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462
2463 op->facing = dir;
2464
2465 if (op->hide)
2466 do_hidden_move (op);
2467
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ;
2470 else if (op->contr->fire_on)
2471 fire (op, dir);
2472 else
2473 {
2474 move_player_attack (op, dir);
2475 pick = check_pick (op);
2476 }
2477
2478 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing.
2480 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir;
2484 }
2485 else
2486 {
2487 op->direction = 0;
2488 }
2489 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities
2491 * for players.
2492 */
2493 animate_object (op, op->facing);
2494 return 0;
2257} 2495}
2258 2496
2259/* This is similar to handle_player, below, but is only used by the 2497/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2498 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2499 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2500 * the new speed values for commands.
2263 * 2501 *
2264 * Returns true if there are more actions we can do. 2502 * Returns true if there are more actions we can do.
2265 */ 2503 */
2504int
2266int handle_newcs_player(object *op) 2505handle_newcs_player (object *op)
2267{ 2506{
2268 if (op->contr->hidden) { 2507 if (op->contr->hidden)
2508 {
2269 op->invisible = 1000; 2509 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2510 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2511 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2512 * alternate it here for it to work correctly.
2273 */ 2513 */
2274 if (pticks & 2) op->invisible--; 2514 if (pticks & 2)
2515 op->invisible--;
2275 } 2516 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2277 op->invisible--; 2519 op->invisible--;
2278 if(!op->invisible) { 2520 if (!op->invisible)
2521 {
2279 make_visible(op); 2522 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2524 }
2282 } 2525 }
2283 2526
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2285 flee_player(op); 2529 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2530 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2288 op->speed_left--; 2533 op->speed_left--;
2289 return 0; 2534 return 0;
2290 } 2535 }
2291 } 2536 }
2292 2537
2293 /* I've been seeing crashes where the golem has been destroyed, but 2538 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2539 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2540 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2541 * put this in a a workaround to clean up the golem pointer.
2297 */ 2542 */
2298 if (op->contr->ranges[range_golem] && 2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2545
2305 /* call this here - we also will call this in do_ericserver, but 2546 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2548 * called, so we recheck it here.
2308 */ 2549 */
2309 HandleClient(&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0; 2551 if (op->speed_left < 0)
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 }
2324 return 0; 2552 return 0;
2325}
2326 2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569
2570 return 0;
2571}
2572
2573int
2327int save_life(object *op) { 2574save_life (object *op)
2328 object *tmp; 2575{
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2577 return 0;
2578
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2581 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584
2585 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count);
2587
2588 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE);
2590
2591 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp;
2593
2594 if (op->stats.food < 0)
2595 op->stats.food = 999;
2596
2597 fix_player (op);
2598 return 1;
2599 }
2600
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */
2604 return 0;
2355} 2605}
2356 2606
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2607/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2608 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2609 * function will descend into containers. op is the object to start the search
2360 * from. 2610 * from.
2361 */ 2611 */
2612void
2362void remove_unpaid_objects(object *op, object *env) 2613remove_unpaid_objects (object *op, object *env)
2363{ 2614{
2364 object *next; 2615 object *next;
2365 2616
2366 while (op) { 2617 while (op)
2618 {
2367 next=op->below; /* Make sure we have a good value, in case 2619 next = op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2620 * we remove object 'op'
2369 */ 2621 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2623 {
2624 op->remove ();
2372 op->x = env->x; 2625 op->x = env->x;
2373 op->y = env->y; 2626 op->y = env->y;
2374 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2630 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 else if (op->inv)
2379 op=next; 2632 remove_unpaid_objects (op->inv, env);
2633
2634 op = next;
2380 } 2635 }
2381} 2636}
2382 2637
2383 2638
2384/* 2639/*
2386 * Moved from apply.c to player.c - player.c is what 2641 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2642 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2643 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2644 * but there isn't one in the server directory.
2390 */ 2645 */
2646char *
2391char *gravestone_text (object *op) 2647gravestone_text (object *op)
2392{ 2648{
2393 static char buf2[MAX_BUF]; 2649 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2651 time_t now = time (NULL);
2396 2652
2397 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2656 else
2401 sprintf (buf, "%s\n", op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2660 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2663 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2667 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2668 if (op->type == PLAYER)
2669 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2672 strcat (buf2, buf);
2414 } 2673 }
2674
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2418 return buf2; 2679 return buf2;
2419} 2680}
2420 2681
2421 2682
2422 2683
2684void
2423void do_some_living(object *op) { 2685do_some_living (object *op)
2686{
2424 int last_food=op->stats.food; 2687 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2688 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2689 int over_hp, over_sp, over_grace;
2427 int i; 2690 int i;
2428 int rate_hp = 1200; 2691 int rate_hp = 1200;
2429 int rate_sp = 2500; 2692 int rate_sp = 2500;
2430 int rate_grace = 2000; 2693 int rate_grace = 2000;
2431 const int max_hp = 1; 2694 const int max_hp = 1;
2432 const int max_sp = 1; 2695 const int max_sp = 1;
2433 const int max_grace = 1; 2696 const int max_grace = 1;
2434 2697
2435 if (op->contr->outputs_sync) { 2698 if (op->contr->outputs_sync)
2699 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2702 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2703 }
2441 2704
2442 if(op->contr->state==ST_PLAYING) { 2705 if (op->contr->state == ST_PLAYING)
2706 {
2443 2707
2444 /* these next three if clauses make it possible to SLOW DOWN 2708 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2709 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2710 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2712 else
2713 {
2449 gen_hp = op->stats.maxhp; 2714 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2716 }
2452 if(op->contr->gen_sp >= 0 ) 2717 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2719 else
2720 {
2455 gen_sp = op->stats.maxsp; 2721 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2723 }
2458 if(op->contr->gen_grace >= 0) 2724 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2726 else
2727 {
2461 gen_grace = op->stats.maxgrace; 2728 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2730 }
2464 2731
2465 /* Regenerate Spell Points */ 2732 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2736 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2737 {
2738 op->stats.sp++;
2470 /* dms do not consume food */ 2739 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2741 {
2742 op->stats.food--;
2473 if(op->contr->digestion<0) 2743 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2744 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2746 op->stats.food = last_food;
2747 }
2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2478 } 2773 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2774
2499 /* Regenerate Grace */ 2775 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2777 if (--op->last_grace < 0)
2778 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2779 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2780 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2781 if (max_grace > 1)
2782 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2784 if (over_grace > 0)
2507 op->stats.sp += over_grace 2785 {
2786 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2787 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2788 op->last_grace = 0;
2510 } else { 2789 }
2790 else
2791 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2792 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2793 }
2513 } else { 2794 }
2795 else
2796 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2798 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2799 /* wearing stuff doesn't detract from grace generation. */
2517 } 2800 }
2518 2801
2519 /* Regenerate Hit Points */ 2802 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2803 if (--op->last_heal < 0)
2804 {
2521 if(op->stats.hp<op->stats.maxhp) { 2805 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2806 {
2807 op->stats.hp++;
2523 /* dms do not consume food */ 2808 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2809 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2810 {
2811 op->stats.food--;
2526 if(op->contr->digestion<0) 2812 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2813 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2815 op->stats.food = last_food;
2816 }
2817 }
2818 if (max_hp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2824 op->last_heal = 0;
2825 }
2826 else
2827 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829 }
2830 }
2831 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 }
2531 } 2835 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2836
2547 /* Digestion */ 2837 /* Digestion */
2548 if(--op->last_eat<0) { 2838 if (--op->last_eat < 0)
2839 {
2549#ifdef COZY_SERVER 2840#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2843#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2845#endif
2557 2846
2558 if(op->contr->gen_hp > 0) 2847 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2849 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2851 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2852 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2853 op->stats.food--;
2854 }
2565 } 2855 }
2566 2856
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2858 {
2568 object *tmp, *flesh=NULL; 2859 object *tmp, *flesh = NULL;
2569 2860
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2862 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2868 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2869 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2870 break;
2577 } 2871 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2872 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2873 flesh = tmp;
2580 } /* end of for loop */ 2874 } /* End if paid for object */
2875 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2876 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2877 * eat flesh instead.
2583 */ 2878 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2882 manual_apply (op, flesh, 0);
2587 } 2883 }
2588 } /* end if player is starving */ 2884 } /* end if player is starving */
2589 2885
2590 while(op->stats.food<0&&op->stats.hp>0) 2886 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2887 op->stats.food++, op->stats.hp--;
2592 2888
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2594 kill_player(op); 2890 kill_player (op);
2595} 2891}
2596 2892
2597 2893
2598 2894
2599/* If the player should die (lack of hp, food, etc), we call this. 2895/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2896 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2897 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2898 * file.
2603 */ 2899 */
2900void
2604void kill_player(object *op) 2901kill_player (object *op)
2605{ 2902{
2606 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2607 int x,y,i; 2904 int x, y;
2905
2906 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2908
2609 int z; 2909 /* int z;
2610 int num_stats_lose; 2910 int num_stats_lose;
2611 int lost_a_stat; 2911 int lost_a_stat;
2612 int lose_this_stat; 2912 int lose_this_stat;
2613 int this_stat; 2913 int this_stat; */
2614 int will_kill_again; 2914 int will_kill_again;
2615 archetype *at; 2915 archetype *at;
2616 object *tmp; 2916 object *tmp;
2617 2917
2618 if(save_life(op)) 2918 if (save_life (op))
2619 return; 2919 return;
2620 2920
2621 2921
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2923 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2924 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2925 */
2626 if (op_on_battleground(op, &x, &y)) { 2926 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2927 {
2628 "You have been defeated in combat!"); 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2930
2631
2632 /* restore player */ 2931 /* restore player */
2633 at = find_archetype("poisoning"); 2932 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2933 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2934 if (tmp)
2636 remove_ob(tmp); 2935 {
2637 free_object(tmp); 2936 tmp->destroy ();
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2938 }
2640 2939
2641 at = find_archetype("confusion"); 2940 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2942 if (tmp)
2644 remove_ob(tmp); 2943 {
2645 free_object(tmp); 2944 tmp->destroy ();
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2946 }
2648 2947
2649 cure_disease(op,0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2950 if (op->stats.food <= 0)
2652 2951 op->stats.food = 999;
2952
2653 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 2955 if (tmp != NULL)
2656 { 2956 {
2657 sprintf(buf,"%s's finger",op->name); 2957 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2958 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2960 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2962 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2963 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2964 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2965 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 2966 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 2967 }
2968
2670 /* teleport defeated player to new destination*/ 2969 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2970 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2971 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2972 return;
2973 }
2679 2974
2975 INVOKE_PLAYER (DEATH, op->contr);
2976
2680 command_kill_pets (op, 0); 2977 command_kill_pets (op, 0);
2681 2978
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2979 if (op->stats.food < 0)
2980 {
2685 if (op->contr->explore) { 2981 if (op->contr->explore)
2982 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 2985 op->stats.food = 999;
2689 return; 2986 return;
2690 } 2987 }
2691 sprintf(buf,"%s starved to death.",op->name); 2988 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2989 strcpy (op->contr->killer, "starvation");
2990 }
2991 else
2693 } 2992 {
2694 else {
2695 if (op->contr->explore) { 2993 if (op->contr->explore)
2994 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 2997 op->stats.hp = op->stats.maxhp;
2699 return; 2998 return;
2700 } 2999 }
2701 sprintf(buf,"%s died.",op->name); 3000 sprintf (buf, "%s died.", &op->name);
2702 } 3001 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3003
2705 /* save the map location for corpse, gravestone*/ 3004 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
2707 3008
2708 3009
2709 if (settings.not_permadeth == TRUE) { 3010 if (settings.not_permadeth == TRUE)
3011 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3012 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 3013 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 3014 * See the config.h file for a little more in depth detail about this.
2713 */ 3015 */
2714 3016
2715 /* Basically two ways to go - remove a stat permanently, or just 3017 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3018 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3019 * of death.
2718 */ 3020 */
2719#ifndef COZY_SERVER 3021#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3022 if (settings.balanced_stat_loss)
3023 {
2721 /* If stat loss is permanent, lose one stat only. */ 3024 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 3025 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 3026 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3027 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3028 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3029 little bit harder. */
2727 /* GD */ 3030 /* GD */
2728 if (settings.stat_loss_on_death) 3031 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3032 num_stats_lose = 1;
2730 else 3033 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3035 }
3036 else
3037 {
2733 num_stats_lose = 1; 3038 num_stats_lose = 1;
2734 } 3039 }
2735 lost_a_stat = 0; 3040 lost_a_stat = 0;
2736 3041
2737 for (z=0; z<num_stats_lose; z++) { 3042 for (z = 0; z < num_stats_lose; z++)
3043 {
2738 i = RANDOM() % NUM_STATS; 3044 i = RANDOM () % NUM_STATS;
2739 3045
2740 if (settings.stat_loss_on_death) { 3046 if (settings.stat_loss_on_death)
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754 3047 {
2755 dep = present_arch_in_ob(deparch,op); 3048 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3049 * what he lost.
2757 dep = arch_to_object(deparch); 3050 */
2758 insert_ob_in_ob(dep, op); 3051 change_attr_value (&(op->stats), i, -1);
2759 } 3052 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3053 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3054 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3056 lost_a_stat = 1;
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 3057 }
2788 if (lose_this_stat) { 3058 else
3059 {
3060 /* deplete a stat */
3061 archetype *deparch = archetype::find ("depletion");
3062 object *dep;
3063
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 {
3067 dep = arch_to_object (deparch);
3068 insert_ob_in_ob (dep, op);
3069 }
3070 lose_this_stat = 1;
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0)
3077 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 3106 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3107 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3108 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 3109 * and should be roughly the same, so it shouldn't make a
2794 * difference. 3110 * difference.
2795 */ 3111 */
2796 if (this_stat>=-50) { 3112 if (this_stat >= -50)
3113 {
2797 change_attr_value(&(dep->stats), i, -1); 3114 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3115 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3117 fix_player (op);
2801 lost_a_stat = 1; 3118 lost_a_stat = 1;
2802 } 3119 }
2803 } 3120 }
2804 } 3121 }
2805 } 3122 }
2806 /* If no stat lost, tell the player. */ 3123 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3124 if (!lost_a_stat)
2808 { 3125 {
2809 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3127 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3128 const char *god = determine_god (op);
3129
2812 if (god && (strcmp(god, "none"))) 3130 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 3132 else
2815 " you.", god); 3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else 3134 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3135#else
2818 " feel a holy presence protecting you."); 3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2819 }
2820#endif 3137#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3138
2824 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3140 * exp loss on the stone.
2826 */ 3141 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3143 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3144 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3145 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3146 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 3148 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 3149 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3151
2841 /**************************************/ 3152 /**************************************/
2842 /* */ 3153 /* */
2843 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
2846 /* */ 3157 /* */
2847 /**************************************/ 3158 /**************************************/
2848 3159
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3160 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3161 /* restore player */
2851 at = find_archetype("poisoning"); 3162 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3163 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3164
2854 remove_ob(tmp); 3165 if (tmp)
2855 free_object(tmp); 3166 {
3167 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3169 }
2858 3170
2859 at = find_archetype("confusion"); 3171 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3172 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3173 if (tmp)
2862 remove_ob(tmp); 3174 {
2863 free_object(tmp); 3175 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3177 }
3178
2866 cure_disease(op,0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
2867 3180
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3182 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3185 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3188
2875 /* 3189 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 3190 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 3191 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 3192 * in the map.
2879 */ 3193 */
2880 3194
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3195 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3197
2889 /****************************************/ 3198 /****************************************/
2890 /* */ 3199 /* */
2891 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
2893 /* */ 3202 /* */
2894 /****************************************/ 3203 /****************************************/
2895 3204
2896 enter_player_savebed(op); 3205 enter_player_savebed (op);
2897 3206
2898 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3208 * chance of abuse.
2900 */ 3209 */
2901 op->contr->braced=0; 3210 op->contr->braced = 0;
2902 save_player(op,1); 3211 save_player (op, 1);
2903 3212
2904 /* it is possible that the player has blown something up 3213 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3214 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3216 * on the space that might harm the player.
2908 */ 3217 */
2909 will_kill_again=0; 3218 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
2913 } 3222
2914 if (will_kill_again) { 3223 if (will_kill_again)
3224 {
2915 object *force; 3225 object *force;
2916 int at; 3226 int at;
2917 3227
2918 force=get_archetype(FORCE_NAME); 3228 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3230 force->speed = 0.1;
2921 force->speed_left=-5.0; 3231 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3233 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3235 force->resist[at] = 100;
2926 } 3236
2927 insert_ob_in_ob(force, op); 3237 insert_ob_in_ob (force, op);
2928 fix_player(op); 3238 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3239
3240 }
3241
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3243 return;
2940 } /* NOT_PERMADETH */ 3244 } /* NOT_PERMADETH */
2941 else { 3245 else
3246 {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 3248 * should probably be embedded in an else statement.
2944 */ 3249 */
2945 3250
2946 op->contr->party=NULL; 3251 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3253 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3255 check_score (op);
3256
2951 if(op->contr->ranges[range_golem]!=NULL) { 3257 if (op->contr->ranges[range_golem])
3258 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3261 op->contr->ranges[range_golem] = 0;
2956 op->contr->golem_count=0; 3262 }
2957 } 3263
2958 loot_object(op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3265 op->remove ();
2960 op->direction=0; 3266 op->direction = 0;
2961 3267
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
2963 delete_character(op->name,0); 3270 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3271 if (settings.resurrection == TRUE)
3272 {
2965 /* save playerfile sans equipment when player dies 3273 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3274 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3275 ** type spells will work on them nicely
2968 */ 3276 */
2969 delete_character(op->name,0); 3277 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3278 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3279 op->stats.food = 999;
2972 3280
2973 /* set the location of where the person will reappear when */ 3281 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3282 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3284 if (op->map != NULL)
2977 op->map = NULL; 3285 op->map = NULL;
2978 op->x = settings.emergency_x; 3286 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3287 op->y = settings.emergency_y;
2980 save_player(op,0); 3288 save_player (op, 0);
2981 op->map = map; 3289 op->map = map;
2982 /* please see resurrection.c: peterm */ 3290 /* please see resurrection.c: peterm */
2983 dead_player(op); 3291 dead_player (op);
2984 } else { 3292 }
3293 else
2985 delete_character(op->name,1); 3294 delete_character (op->name, 1);
2986 } 3295 }
2987 } 3296
2988 play_again(op); 3297 play_again (op);
2989 3298
2990 /* peterm: added to create a corpse at deathsite. */ 3299 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3301 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3302 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3303 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3304 tmp->x = x;
2997 if (tmp->msg) 3305 tmp->y = y;
2998 free_string(tmp->msg); 3306 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3307 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3308 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3309 }
3003} 3310}
3004 3311
3005 3312
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3313void
3314loot_object (object *op)
3315{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3316 object *tmp, *tmp2, *next;
3008 3317
3009 if (op->container) { /* close open sack first */ 3318 if (op->container)
3319 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3320 esrv_apply_container (op, op->container);
3011 } 3321 }
3012 3322
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3324 {
3014 next=tmp->below; 3325 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3016 remove_ob(tmp); 3327 continue;
3328 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3330 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3331 { /* empty container to ground */
3020 } 3332 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3333 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3335 {
3023 if(tmp->nrof>1) { 3336 if (tmp->nrof > 1)
3337 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3339 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3340 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 }
3342 else
3343 tmp->destroy ();
3344 }
3027 } else 3345 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3347 }
3032} 3348}
3033 3349
3034/* 3350/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3351 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3352 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3353 * was changed.
3038 */ 3354 */
3039 3355
3356void
3040void fix_weight(void) { 3357fix_weight (void)
3358{
3041 player *pl; 3359 player *pl;
3360
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364
3044 if(old == sum) 3365 if (old == sum)
3045 continue; 3366 continue;
3046 fix_player(pl->ob); 3367 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3369 }
3050} 3370}
3051 3371
3372void
3052void fix_luck(void) { 3373fix_luck (void)
3374{
3053 player *pl; 3375 player *pl;
3376
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3378 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3379 change_luck (pl->ob, 0);
3057} 3380}
3058 3381
3059 3382
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3383/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3384 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3385 * just treat this as any other spell casting object.
3063 */ 3386 */
3064 3387
3065void 3388void
3066cast_dust (object * op, object * throw_ob, int dir) 3389cast_dust (object *op, object *throw_ob, int dir)
3067{ 3390{
3068 object *skop, *spob; 3391 object *skop, *spob;
3069 3392
3070 skop = find_skill_by_name (op, throw_ob->skill); 3393 skop = find_skill_by_name (op, throw_ob->skill);
3071 3394
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3395 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3396 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3397 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3398 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 3399 return;
3078 } 3400 }
3079 3401
3080 spob = throw_ob->inv; 3402 spob = throw_ob->inv;
3081 3403
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3404 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 3405 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3406 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3407 if (!spob)
3086 { 3408 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3409 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 3410 return;
3090 } 3411 }
3091 3412
3092 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3414 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3415
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3417
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3419}
3101 3420
3421void
3102void make_visible (object *op) { 3422make_visible (object *op)
3423{
3103 op->hide = 0; 3424 op->hide = 0;
3104 op->invisible = 0; 3425 op->invisible = 0;
3105 if(op->type==PLAYER) { 3426 if (op->type == PLAYER)
3427 {
3106 op->contr->tmp_invis = 0; 3428 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3429 op->contr->invis_race = 0;
3108 } 3430 }
3109 update_object(op,UP_OBJ_FACE); 3431 update_object (op, UP_OBJ_FACE);
3110} 3432}
3111 3433
3434int
3112int is_true_undead(object *op) { 3435is_true_undead (object *op)
3436{
3113 object *tmp=NULL; 3437 object *tmp = NULL;
3114 3438
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1;
3116 3441
3117 if(op->type==PLAYER) 3442 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3121 return 0; 3447 return 0;
3122} 3448}
3123 3449
3124/* look at the surrounding terrain to determine 3450/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3451 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3452 * indicate greater hideability.
3127 */ 3453 */
3128 3454
3455int
3129int hideability(object *ob) { 3456hideability (object *ob)
3457{
3130 int i,level=0, mflag; 3458 int i, level = 0, mflag;
3131 sint16 x,y; 3459 sint16 x, y;
3132 3460
3133 if(!ob||!ob->map) return 0; 3461 if (!ob || !ob->map)
3462 return 0;
3134 3463
3135 /* so, on normal lighted maps, its hard to hide */ 3464 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3465 level = ob->map->darkness - 2;
3137 3466
3138 /* this also picks up whether the object is glowing. 3467 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3468 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3469 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3470 if (has_carried_lights (ob))
3471 level = -(10 + (2 * ob->map->darkness));
3142 3472
3143 /* scan through all nearby squares for terrain to hide in */ 3473 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3474 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3477 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue;
3480 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3482 level += 2;
3149 else /* open terrain! */ 3483 else /* open terrain! */
3150 level -= 1; 3484 level -= 1;
3151 } 3485 }
3152 3486
3153#if 0 3487#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3488 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3489#endif
3156 return level; 3490 return level;
3157} 3491}
3158 3492
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3493/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3494 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3495 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3496 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3497 */
3164 3498
3499void
3165void do_hidden_move (object *op) { 3500do_hidden_move (object *op)
3501{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3503 object *skop;
3168 3504
3169 if(!op || !op->map) return; 3505 if (!op || !op->map)
3506 return;
3170 3507
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3509
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3510 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3511 if (op->type == PLAYER && op->contr->run_on)
3512 {
3175 if(!skop || num >= skop->level) { 3513 if (!skop || num >= skop->level)
3514 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3516 make_visible (op);
3178 return; 3517 return;
3179 } else num += 20; 3518 }
3519 else
3520 num += 20;
3180 } 3521 }
3181 num += op->map->difficulty; 3522 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3523 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3524 num -= hide;
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 {
3185 make_visible(op); 3527 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3528 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3530 }
3189 else if (op->type == PLAYER && skop) { 3531 else if (op->type == PLAYER && skop)
3532 {
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 } 3534 }
3192} 3535}
3193 3536
3194/* determine if who is standing near a hostile creature. */ 3537/* determine if who is standing near a hostile creature. */
3195 3538
3539int
3196int stand_near_hostile( object *who ) { 3540stand_near_hostile (object *who)
3541{
3197 object *tmp=NULL; 3542 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3544 maptile *m;
3200 sint16 x,y; 3545 sint16 x, y;
3201 3546
3202 if(!who) return 0; 3547 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3548 return 0;
3549
3550 if (who->type == PLAYER)
3551 player = 1;
3552
3553 else
3554 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3555
3556 /* search adjacent squares */
3557 for (i = 1; i < 9; i++)
3558 {
3559 x = who->x + freearr_x[i];
3560 y = who->y + freearr_y[i];
3561 m = who->map;
3562 mflags = get_map_flags (m, &m, x, y, &x, &y);
3563 /* space must be blocked if there is a monster. If not
3564 * blocked, don't need to check this space.
3565 */
3566 if (mflags & P_OUT_OF_MAP)
3567 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue;
3570
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3572 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1;
3575 else if (tmp->type == PLAYER)
3576 {
3577 /*don't let a hidden DM prevent you from hiding */
3578 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3579 return 1;
3580 }
3581 }
3582 }
3583 return 0;
3232} 3584}
3233 3585
3234/* check the player los field for viewability of the 3586/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3587 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3588 * but we dont worry if the object isnt the top one in
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 3595 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3596 * -b.t.
3245 * This function is now map tiling safe. 3597 * This function is now map tiling safe.
3246 */ 3598 */
3247 3599
3600int
3248int player_can_view (object *pl,object *op) { 3601player_can_view (object *pl, object *op)
3602{
3249 rv_vector rv; 3603 rv_vector rv;
3250 int dx,dy; 3604 int dx, dy;
3251 3605
3252 if(pl->type!=PLAYER) { 3606 if (pl->type != PLAYER)
3607 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3608 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3609 return -1;
3279 op = op->more;
3280 } 3610 }
3611 if (!pl || !op)
3281 return 0; 3612 return 0;
3613
3614 if (op->head)
3615 {
3616 op = op->head;
3617 }
3618 get_rangevector (pl, op, &rv, 0x1);
3619
3620 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any
3622 * part that is in the los array but isnt on
3623 * a blocked los square.
3624 * we use the archetype to figure out offsets.
3625 */
3626 while (op)
3627 {
3628 dx = rv.distance_x + op->arch->clone.x;
3629 dy = rv.distance_y + op->arch->clone.y;
3630
3631 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values.
3634 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3638 return 1;
3639 op = op->more;
3640 }
3641 return 0;
3282} 3642}
3283 3643
3284/* routine for both players and monsters. We call this when 3644/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3645 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3646 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3647 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3648 * return 0.
3289 */ 3649 */
3650int
3290int action_makes_visible (object *op) { 3651action_makes_visible (object *op)
3652{
3291 3653
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3657 return 0;
3295 3658
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3297 3661
3298 /* If monsters, they should become visible */ 3662 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3666 return 1;
3302 } 3667 }
3303 } 3668 }
3304 return 0; 3669 return 0;
3305} 3670}
3306 3671
3307/* op_on_battleground - checks if the given object op (usually 3672/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3673 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3674 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3675 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3676 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3677 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3678 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3679 */
3680int
3315int op_on_battleground (object *op, int *x, int *y) { 3681op_on_battleground (object *op, int *x, int *y)
3682{
3316 object *tmp; 3683 object *tmp;
3317 3684
3318 /* A battleground-tile needs the following attributes to be valid: 3685 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3688 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3689 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3690 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3692 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3697 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3698 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 {
3331 object *invtmp; 3701 object *invtmp;
3702
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3704 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3706 {
3707 if (x != NULL && y != NULL)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3709 return 1;
3710 }
3711 }
3712 }
3335 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3715 return 1;
3338 } 3716 }
3339 } 3717 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3718 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3719 /* If we got here, did not find a battleground */
3348 return 0; 3720 return 0;
3349} 3721}
3350 3722
3351/* 3723/*
3355 * attributes: 3727 * attributes:
3356 * object *who the dragon player 3728 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3729 * int atnr the attack-number of the ability focus
3358 * int level ability level 3730 * int level ability level
3359 */ 3731 */
3732void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3733dragon_ability_gain (object *who, int atnr, int level)
3734{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3735 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3736 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3737 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3738 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3739 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3740 int i = 0, j = 0;
3367 3741
3368 /* get the appropriate treasurelist */ 3742 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3743 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3744 trlist = find_treasurelist ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3745 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3746 trlist = find_treasurelist ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3747 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3748 trlist = find_treasurelist ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3749 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3750 trlist = find_treasurelist ("dragon_ability_poison");
3377 3751
3378 if (trlist == NULL || who->type != PLAYER) 3752 if (trlist == NULL || who->type != PLAYER)
3379 return; 3753 return;
3380 3754
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3756
3383
3384 if (tr == NULL || tr->item == NULL) { 3757 if (tr == NULL || tr->item == NULL)
3758 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3760 return;
3387 } 3761 }
3388 3762
3389 /* everything seems okay - now bring on the gift: */ 3763 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3764 item = &(tr->item->clone);
3391 3765
3392 if (item->type == SPELL) { 3766 if (item->type == SPELL)
3767 {
3393 if (check_spell_known (who, item->name)) 3768 if (check_spell_known (who, item->name))
3394 return; 3769 return;
3395 3770
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3771 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3772 do_learn_spell (who, item, 0);
3398 return; 3773 return;
3399 } 3774 }
3400 3775
3401 /* grant direct spell */ 3776 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3777 if (item->type == SPELLBOOK)
3778 {
3403 if (!item->inv) { 3779 if (!item->inv)
3780 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3781 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3782 return;
3407 } 3783 }
3408 if (check_spell_known (who, item->inv->name)) 3784 if (check_spell_known (who, item->inv->name))
3409 return; 3785 return;
3410 if (item->invisible) { 3786 if (item->invisible)
3787 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3788 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3789 do_learn_spell (who, item->inv, 0);
3413 return; 3790 return;
3414 } 3791 }
3415 } 3792 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3793 else if (item->type == SKILL_TOOL && item->invisible)
3794 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3795 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3796 {
3418 3797
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3798 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3799 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3800 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3801 * but not all of them, he gets nothing.
3423 */ 3802 */
3424 if (!(skop->attacktype & item->attacktype)) { 3803 if (!(skop->attacktype & item->attacktype))
3804 {
3425 /* Give new attacktype */ 3805 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3806 skop->attacktype |= item->attacktype;
3427 3807
3428 /* always add physical if there's none */ 3808 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3809 skop->attacktype |= AT_PHYSICAL;
3430 3810
3431 if (item->msg != NULL) 3811 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3812 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3813
3434 /* Give player new face */ 3814 /* Give player new face */
3435 if (item->animation_id) { 3815 if (item->animation_id)
3816 {
3436 who->face = skop->face; 3817 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3818 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3819 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3820 who->last_anim = 0;
3440 who->state = 0; 3821 who->state = 0;
3441 animate_object(who, who->direction); 3822 animate_object (who, who->direction);
3442 } 3823 }
3824 }
3825 }
3443 } 3826 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3827 else if (item->type == FORCE)
3828 {
3447 /* forces in the treasurelist can alter the player's stats */ 3829 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3830 object *skin;
3831
3449 /* first get the dragon skin force */ 3832 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3451 skin=skin->below); 3834 if (skin == NULL)
3452 if (skin == NULL) return; 3835 return;
3453 3836
3454 /* adding new spellpath attunements */ 3837 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3840 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3841
3458 /* print message */ 3842 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3843 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3844 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3845 {
3462 if (j) 3846 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3847 {
3464 else 3848 if (j)
3465 j = 1; 3849 strcat (buf, " and ");
3850 else
3851 j = 1;
3466 strcat(buf, spellpathnames[i]); 3852 strcat (buf, spellpathnames[i]);
3467 } 3853 }
3468 } 3854 }
3469 strcat(buf,"."); 3855 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3857 }
3472 3858
3473 /* evtl. adding flags: */ 3859 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3860 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3861 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3862 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3863 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3865 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3866
3481 /* print message if there is one */ 3867 /* print message if there is one */
3482 if (item->msg != NULL) 3868 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3870 }
3871 else
3484 } 3872 {
3485 else {
3486 /* generate misc. treasure */ 3873 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3874 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3876 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3877 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3878 esrv_send_item (who, tmp);
3492 } 3879 }
3493} 3880}
3494 3881
3495/** 3882/**
3496 * Unready an object for a player. This function does nothing if the object was 3883 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3884 * not readied.
3498 */ 3885 */
3886void
3499void player_unready_range_ob(player *pl, object *ob) { 3887player_unready_range_ob (player *pl, object *ob)
3888{
3500 rangetype i; 3889 rangetype i;
3501 3890
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3503 if (pl->ranges[i] == ob) { 3893 if (pl->ranges[i] == ob)
3894 {
3504 pl->ranges[i] = NULL; 3895 pl->ranges[i] = NULL;
3505 if (pl->shoottype == i) { 3896 if (pl->shoottype == i)
3897 {
3506 pl->shoottype = range_none; 3898 pl->shoottype = range_none;
3507 } 3899 }
3508 } 3900 }
3509 } 3901 }
3510} 3902}

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