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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 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 1.3 2006/08/25 13:24:50 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
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
1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1045
979 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
981 1048
982 op->contr->state=ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
983 1050
984 if (op->msg) { 1051 if (op->msg)
985 free_string(op->msg);
986 op->msg=NULL; 1052 op->msg = NULL;
987 }
988 1053
989 /* 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
990 * to save here. 1055 * to save here.
991 */ 1056 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
993 make_path_to_file(buf); 1058 make_path_to_file (buf);
994 1059
995#ifdef AUTOSAVE 1060#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks; 1061 op->contr->last_save_tick = pticks;
997#endif 1062#endif
998 start_info(op); 1063 start_info (op);
999 CLEAR_FLAG(op, FLAG_WIZ); 1064 CLEAR_FLAG (op, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 1065 give_initial_items (op, op->randomitems);
1001 link_player_skills(op); 1066 link_player_skills (op);
1002 esrv_send_inventory(op, op); 1067 esrv_send_inventory (op, op);
1003 fix_player(op); 1068 fix_player (op);
1004 1069
1005 /* This moves the player to a different start map, if there 1070 /* This moves the player to a different start map, if there
1006 * is one for this race 1071 * is one for this race
1007 */ 1072 */
1008 if(*first_map_ext_path) { 1073 if (*first_map_ext_path)
1074 {
1009 object *tmp; 1075 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s", 1077
1013 first_map_ext_path, op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1014 tmp=get_object(); 1079 tmp = object::create ();
1015 EXIT_PATH(tmp) = add_string(mapname); 1080 EXIT_PATH (tmp) = mapname;
1016 EXIT_X(tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1017 EXIT_Y(tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1018 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;
1019 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1020 * default initial map */ 1085 * default initial map */
1021 free_object(tmp); 1086 tmp->destroy ();
1087 }
1022 } else { 1088 else
1089 {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 1091 }
1025 return 0; 1092 return 0;
1026 } 1093 }
1027 1094
1028 /* Following actually changes the race - this is the default command 1095 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 1096 * if we don't match with one of the options above.
1030 */ 1097 */
1031 1098
1032 tmp_loop = 0; 1099 tmp_loop = 0;
1033 while(!tmp_loop) { 1100 while (!tmp_loop)
1034 const char *name = add_string (op->name); 1101 {
1102 shstr name = op->name;
1035 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1104
1036 remove_statbonus(op); 1105 remove_statbonus (op);
1037 remove_ob (op); 1106 op->remove ();
1038 op->arch = get_player_archetype(op->arch); 1107 op->arch = get_player_archetype (op->arch);
1039 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1109 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1111 op->name = op->name_pl = name;
1042 op->name = name; 1112 op->x = x;
1043 free_string(op->name_pl); 1113 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1115 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1116 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1117 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1118 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1119 }
1120
1056 update_object(op,UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1122 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1123 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1126 op->stats.grace = 0;
1127
1062 if (op->msg) 1128 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1064 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");
1065 return 0; 1132 return 0;
1066} 1133}
1067 1134
1135int
1068int key_confirm_quit(object *op, char key) 1136key_confirm_quit (object *op, char key)
1069{ 1137{
1070 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1071 1139
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1073 op->contr->state=ST_PLAYING; 1142 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1144 return 1;
1076 } 1145 }
1077 1146
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1147 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1148 INVOKE_PLAYER (QUIT, op->contr);
1080 1149
1081 terminate_all_pets(op); 1150 terminate_all_pets (op);
1082 leave_map(op); 1151 leave_map (op);
1083 op->direction=0; 1152 op->direction = 0;
1084 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);
1085 "%s quits the game.",op->name);
1086 1154
1087 strcpy(op->contr->killer,"quit"); 1155 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1156 check_score (op);
1089 op->contr->party=NULL; 1157 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1159 op->contr->own_title[0] = '\0';
1092 1160
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1162 {
1163 maptile *mp, *next;
1095 1164
1096 /* 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
1097 * 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,
1098 * 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
1099 */ 1168 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1102 next = mp->next; 1172 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1173 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1174 delete_map (mp);
1105 } 1175 }
1106 1176
1107 delete_character(op->name, 1); 1177 delete_character (op->name, 1);
1108 } 1178 }
1179
1109 play_again(op); 1180 play_again (op);
1110 return 1; 1181 return 1;
1111} 1182}
1112 1183
1184void
1113void flee_player(object *op) { 1185flee_player (object *op)
1186{
1114 int dir,diff; 1187 int dir, diff;
1115 rv_vector rv; 1188 rv_vector rv;
1116 1189
1117 if(op->stats.hp < 0) { 1190 if (op->stats.hp < 0)
1191 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1192 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1193 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1194 return;
1121 } 1195 }
1122 1196
1123 if(op->enemy==NULL) { 1197 if (op->enemy == NULL)
1198 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1199 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1201 return;
1127 } 1202 }
1128 1203
1129 /* Seen some crashes here. Since we don't store an 1204 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1205 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1206 * actual enemy, and the object is recycled.
1132 */ 1207 */
1133 if (op->enemy->map == NULL) { 1208 if (op->enemy->map == NULL)
1209 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1210 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1211 op->enemy = NULL;
1136 return; 1212 return;
1137 } 1213 }
1138 1214
1139 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 {
1140 op->enemy=NULL; 1217 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1219 return;
1143 } 1220 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1221 get_rangevector (op, op->enemy, &rv, 0);
1145 1222
1146 dir=absdir(4+rv.direction); 1223 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1224 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 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 }
1154 /* Cornered, get rid of scared */ 1233 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1234 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1235 op->enemy = NULL;
1157} 1236}
1158 1237
1159 1238
1160/* 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.
1161 * 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
1162 * stop. 1241 * stop.
1163 */ 1242 */
1243int
1164int check_pick(object *op) { 1244check_pick (object *op)
1245{
1165 object *tmp, *next; 1246 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1247 int stop = 0;
1168 int j, k, wvratio; 1248 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1170 1250
1171
1172 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1174 return 1; 1253 return 1;
1175 1254
1176 op_tag = op->count;
1177
1178 next = op->below; 1255 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1256
1182 /* 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
1183 * destroyed */ 1258 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1185 { 1260 {
1186 tmp = next; 1261 tmp = next;
1187 next = tmp->below; 1262 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1263
1191 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1192 return 0; 1265 return 0;
1193 1266
1194 if ( ! can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1195 continue; 1268 continue;
1196 1269
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1271 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1272 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1273 pick_up (op, tmp);
1201 continue; 1274 continue;
1202 } 1275 }
1203 1276
1204 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1278 if (!(op->contr->mode & PU_NEWMODE))
1279 {
1206 switch (op->contr->mode) { 1280 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1281 {
1208 case 1: pick_up (op, tmp); 1282 case 0:
1209 return 1; 1283 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1284 case 1:
1211 return 0; 1285 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1286 return 1;
1213 case 4: pick_up (op, tmp); 1287 case 2:
1214 break; 1288 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1289 return 0;
1216 stop = 1; 1290 case 3:
1217 break; 1291 return 0; /* stop before pickup */
1218 case 6: 1292 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1293 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1294 break;
1221 pick_up(op, tmp); 1295 case 5:
1222 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;
1223 1303
1224 case 7: 1304 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1305 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1306 pick_up (op, tmp);
1227 break; 1307 break;
1228 1308
1229 default: 1309 default:
1230 /* use value density */ 1310 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1313 pick_up (op, tmp);
1234 >= op->contr->mode) 1314 }
1235 pick_up(op,tmp); 1315 }
1236 } 1316 else
1237 } 1317 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1318 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1319 if (op->contr->mode & PU_DEBUG)
1241 { 1320 {
1242 /* some debugging code to figure out item information */ 1321 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1322 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1325 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 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))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1329
1253 sprintf(putstring,"...flags: "); 1330 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1331 for (k = 0; k < 4; k++)
1255 { 1332 {
1256 for(j=0;j<32;j++) 1333 for (j = 0; j < 32; j++)
1257 { 1334 {
1258 if((tmp->flags[k]>>j)&0x01) 1335 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1336 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1337 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1338 strcat (putstring, tmpstr);
1262 } 1339 }
1263 } 1340 }
1264 } 1341 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1343
1267#if 0 1344#if 0
1268 /* print the flags too */ 1345 /* print the flags too */
1269 for(k=0;k<4;k++) 1346 for (k = 0; k < 4; k++)
1270 { 1347 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1349 for (j = 0; j < 32; j++)
1273 { 1350 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1352 if (!((j + 1) % 4))
1276 } 1353 fprintf (stderr, " ");
1354 }
1277 fprintf(stderr," [%d]\n", k*32); 1355 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1356 }
1279#endif 1357#endif
1280 } 1358 }
1281 /* philosophy: 1359 /* philosophy:
1282 * 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
1283 * generic. This takes no game-time. For more detailed pickups 1361 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1362 * and selections, select-items shoul dbe used. This is a
1285 * 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
1286 * example. 1364 * example.
1287 * 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
1288 * 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
1289 * convert to decimal and then 'pickup <#> 1367 * convert to decimal and then 'pickup <#>
1290 */ 1368 */
1291 1369
1292 /* the first two modes are exclusive: if NOTHING we return, if 1370 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1371 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1372 * meaning if any test passes, the item gets picked up. */
1295 1373
1296 /* if mode is set to pick nothing up, return */ 1374 /* if mode is set to pick nothing up, return */
1297 1375
1298 if(op->contr->mode & PU_NOTHING) return 1; 1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1299 1378
1300 /* if mode is set to stop when encountering objects, return */ 1379 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1380 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1381 * anything up */
1303 1382
1304 if(op->contr->mode & PU_STOP) return 0; 1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1305 1385
1306 /* useful for going into stores and not losing your settings... */ 1386 /* useful for going into stores and not losing your settings... */
1307 /* 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
1308 * fighting */ 1388 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1310 1391
1311 /* prevent us from turning into auto-thieves :) */ 1392 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue;
1313 1395
1314 /* ignore known cursed objects */ 1396 /* ignore known cursed objects */
1315 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;
1316 1399
1317 /* all food and drink if desired */ 1400 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1404 {
1405 pick_up (op, tmp);
1406 continue;
1407 }
1408
1322 if(op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1323 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)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1325 1415
1326 if(op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1329 1422
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1334 if(op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1337 if(op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1340 1444
1341 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1345 1452
1346 /* pick up all magical items */ 1453 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1348 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))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1350 1460
1351 if(op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1352 { 1462 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1464 {
1355 } 1465 pick_up (op, tmp);
1466 continue;
1467 }
1468 }
1356 1469
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1361 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
1362 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1366 if(op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1369 1500
1370 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1374 if(op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1377 if(op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1380 if(op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1383 if(op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1386 if(op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1389 1543
1390 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1394 1551
1395 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1554 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1555 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1556 {
1400 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 &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1559 {
1403 } 1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1566 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1568 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1569 pick_up (op, tmp);
1409 } 1570 continue;
1410 } 1571 }
1572 }
1573 }
1411 1574
1412 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1416 1582
1417 /* 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
1418 * pickups */ 1584 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1585 if (op->contr->mode & PU_RATIO)
1420 { 1586 {
1421 /* use value density to decide what else to grab */ 1587 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1588 /* >=7 was >= op->contr->mode */
1423 /* >=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
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 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)
1427 { 1593 {
1428 pick_up(op, tmp); 1594 pick_up (op, tmp);
1429#if 0 1595#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1597 if (tmp->name != NULL)
1598 {
1432 fprintf(stderr,"%s", tmp->name); 1599 fprintf (stderr, "%s", tmp->name);
1433 } 1600 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1601 else
1602 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1603 fprintf (stderr, ",%d] = ", tmp->type);
1436 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))));
1437#endif 1605#endif
1438 continue; 1606 continue;
1439 } 1607 }
1608 }
1609 } /* the new pickup model */
1440 } 1610 }
1441 } /* the new pickup model */ 1611
1442 }
1443 return ! stop; 1612 return !stop;
1444} 1613}
1445 1614
1446/* 1615/*
1447 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1617 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1618 * found object is returned.
1450 */ 1619 */
1620object *
1451object *find_arrow(object *op, const char *type) 1621find_arrow (object *op, const char *type)
1452{ 1622{
1453 object *tmp = NULL; 1623 object *tmp = NULL;
1454 1624
1455 for(op=op->inv; op; op=op->below) 1625 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1627 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1628 else if (op->type == ARROW && op->race == type)
1460 return op; 1629 return op;
1461 return tmp; 1630 return tmp;
1462} 1631}
1463 1632
1464/* 1633/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1638 */
1470 1639
1640object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1641find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1642{
1473 object *tmp = NULL, *arrow, *ntmp; 1643 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1644 int attacknum, attacktype, betterby = 0, i;
1475 1645
1476 if (!type) 1646 if (!type)
1477 return NULL; 1647 return NULL;
1478 1648
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1649 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1650 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1652 {
1653 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1654 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1655 if (i > betterby)
1485 tmp = ntmp; 1656 {
1486 betterby = i; 1657 tmp = ntmp;
1487 } 1658 betterby = i;
1659 }
1660 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1661 else if (arrow->type == ARROW && arrow->race == type)
1662 {
1489 /* allways prefer assasination/slaying */ 1663 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1665 {
1492 if (arrow->attacktype & AT_DEATH) { 1666 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1667 {
1494 return arrow; 1668 *better = 100;
1495 } else { 1669 return arrow;
1496 tmp = arrow; 1670 }
1671 else
1672 {
1673 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1674 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1675 }
1499 } else { 1676 }
1677 else
1678 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 {
1501 attacktype = 1<<attacknum; 1681 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 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)
1504 tmp = arrow; 1684 {
1685 tmp = arrow;
1505 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;
1506 } 1687 }
1507 } 1688 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1690 {
1691 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1692 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1693 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1695 {
1696 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1697 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1698 }
1699 }
1700 }
1516 } 1701 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1702 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1703 return find_arrow (op, type);
1521 1704
1522 *better = betterby; 1705 *better = betterby;
1523 return tmp; 1706 return tmp;
1524} 1707}
1525 1708
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1710 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1711 * op = the shooter
1529 * type = bow->race 1712 * type = bow->race
1530 * dir = fire direction 1713 * dir = fire direction
1531 */ 1714 */
1532 1715
1716object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1534{ 1718{
1535 object *tmp = NULL; 1719 object *tmp = NULL;
1536 mapstruct *m; 1720 maptile *m;
1537 int i, mflags, found, number; 1721 int i, mflags, found, number;
1538 sint16 x, y; 1722 sint16 x, y;
1539 1723
1540 if (op->map == NULL) 1724 if (op->map == NULL)
1541 return find_arrow(op, type); 1725 return find_arrow (op, type);
1542 1726
1543 /* do a dex check */ 1727 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1728 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1730 return find_arrow (op, type);
1547 1731
1548 m = op->map; 1732 m = op->map;
1549 x = op->x; 1733 x = op->x;
1550 y = op->y; 1734 y = op->y;
1551 1735
1552 /* find the first target */ 1736 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1737 for (i = 0, found = 0; i < 20; i++)
1738 {
1554 x += freearr_x[dir]; 1739 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1740 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1741 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 {
1558 tmp = NULL; 1744 tmp = NULL;
1559 break; 1745 break;
1746 }
1560 } 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 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1750 * perhaps a bad assumption.
1563 */ 1751 */
1564 tmp = NULL; 1752 tmp = NULL;
1565 break; 1753 break;
1566 } 1754 }
1567 if (mflags & P_IS_ALIVE) { 1755 if (mflags & P_IS_ALIVE)
1756 {
1568 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)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1758 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1759 {
1571 break; 1760 found++;
1572 } 1761 break;
1762 }
1573 if (found) 1763 if (found)
1574 break; 1764 break;
1575 } 1765 }
1576 } 1766 }
1577 if (tmp == NULL) 1767 if (tmp == NULL)
1578 return find_arrow(op, type); 1768 return find_arrow (op, type);
1579 1769
1580 if (tmp->head) 1770 if (tmp->head)
1581 tmp = tmp->head; 1771 tmp = tmp->head;
1582 1772
1583 return find_better_arrow(op, tmp, type, &i); 1773 return find_better_arrow (op, tmp, type, &i);
1584} 1774}
1585 1775
1586/* 1776/*
1587 * Creature fires a bow - op can be monster or player. Returns 1777 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1778 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1781 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1784 * player fire modes.
1595 */ 1785 */
1786int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1788{
1599 object *left, *bow; 1789 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1790 int bowspeed, mflags;
1602 mapstruct *m; 1791 maptile *m;
1603 1792
1604 if (!dir) { 1793 if (!dir)
1794 {
1605 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!");
1606 return 0; 1796 return 0;
1607 } 1797 }
1608 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1799 bow = op->contr->ranges[range_bow];
1610 else { 1800 else
1801 {
1611 for(bow=op->inv; bow; bow=bow->below) 1802 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1805 */
1615 if(bow->type==BOW) 1806 if (bow->type == BOW)
1616 break; 1807 break;
1617 1808
1618 if (!bow) { 1809 if (!bow)
1810 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1812 return 0;
1621 } 1813 }
1622 } 1814 }
1623 if( !bow->race || !bow->skill) { 1815 if (!bow->race || !bow->skill)
1816 {
1624 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);
1625 return 0; 1818 return 0;
1626 } 1819 }
1627 1820
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1822
1630 /* penalize ROF for bestarrow */ 1823 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1826 if (bowspeed < 1)
1634 bowspeed = 1; 1827 bowspeed = 1;
1635 1828
1636 if (arrow == NULL) { 1829 if (arrow == NULL)
1830 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1831 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 {
1638 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1836 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1837 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1838 return 0;
1645 } 1839 }
1646 } 1840 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1842 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1843 {
1844 return 0;
1845 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 {
1652 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.");
1653 return 0; 1849 return 0;
1654 } 1850 }
1655 1851
1656 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1853 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1854 {
1855 arrow->destroy ();
1856 return 0;
1857 }
1662 1858
1663 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1861 if (arrow == NULL)
1862 {
1667 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);
1668 bow->race); 1864 return 0;
1669 return 0;
1670 } 1865 }
1671 set_owner(arrow, op); 1866 arrow->set_owner (op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1867 arrow->skill = bow->skill;
1674 1868
1675 arrow->direction=dir; 1869 arrow->direction = dir;
1676 arrow->x = sx; 1870 arrow->x = sx;
1677 arrow->y = sy; 1871 arrow->y = sy;
1678 1872
1679 if (op->type == PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1876 fix_player (op);
1682 } 1877 }
1683 1878
1684 SET_ANIMATION(arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1884 arrow->spellarg = strdup (arrow->slaying);
1690 1885
1691 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1692 * 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.
1693 */ 1888 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1892 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 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;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1895
1705 if (arrow->speed < 1.0) 1896 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1897 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1898 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1899 arrow->speed_left = 0;
1709 1900
1710 if (op->type == PLAYER) { 1901 if (op->type == PLAYER)
1902 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 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;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1906
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1908 }
1909 else
1910 {
1718 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;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1912 arrow->level = op->level;
1722 } 1913 }
1914
1723 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1725 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1919 arrow->slaying = bow->slaying;
1727 1920
1728 arrow->map = m; 1921 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1924
1732 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);
1733 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1926 insert_ob_in_map (arrow, m, op, 0);
1735 1927
1736 if (!was_destroyed(arrow, tag)) 1928 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1929 move_arrow (arrow);
1738 1930
1739 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1932 {
1933 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1742 else 1935 else
1743 esrv_send_item(op, left); 1936 esrv_send_item (op, left);
1744 } 1937 }
1938
1745 return 1; 1939 return 1;
1746} 1940}
1747 1941
1748/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1943 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1944 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1945 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1946 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1947 * hence the function name.
1754 */ 1948 */
1949int
1755int player_fire_bow(object *op, int dir) 1950player_fire_bow (object *op, int dir)
1756{ 1951{
1757 int ret=0, wcmod=0; 1952 int ret = 0, wcmod = 0;
1758 1953
1759 if (op->contr->bowtype == bow_bestarrow) { 1954 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1955 {
1761 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);
1762 dir, 0, op->x, op->y); 1957 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1961 wcmod = -1;
1766 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);
1767 op->x, op->y); 1963 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1964 else if (op->contr->bowtype == bow_threewide)
1965 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1970 else if (op->contr->bowtype == bow_spreadshot)
1971 {
1773 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);
1774 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);
1775 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);
1776 1975
1777 } else { 1976 }
1977 else
1978 {
1778 /* Simple case */ 1979 /* Simple case */
1779 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);
1780 } 1981 }
1781 return ret; 1982 return ret;
1782} 1983}
1783 1984
1784 1985
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1986/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1987 * Broken apart from 'fire' to keep it more readable.
1787 */ 1988 */
1989void
1788void fire_misc_object(object *op, int dir) 1990fire_misc_object (object *op, int dir)
1789{ 1991{
1790 object *item; 1992 object *item;
1791 1993
1792 if (!op->contr->ranges[range_misc]) { 1994 if (!op->contr->ranges[range_misc])
1995 {
1793 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.");
1794 return; 1997 return;
1795 } 1998 }
1796 1999
1797 item = op->contr->ranges[range_misc]; 2000 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2001 if (!item->inv)
2002 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2003 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2004 return;
1801 } 2005 }
1802 if (item->type == WAND) { 2006 if (item->type == WAND)
2007 {
1803 if(item->stats.food<=0) { 2008 if (item->stats.food <= 0)
2009 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 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));
1806 return; 2012 return;
1807 } 2013 }
2014 }
1808 } else if (item->type == ROD || item->type==HORN) { 2015 else if (item->type == ROD || item->type == HORN)
2016 {
1809 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 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2020 if (item->type == ROD)
1812 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));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2022 else
1814 else 2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 2024 return;
1818 } 2025 }
1819 } 2026 }
1820 2027
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2028 if (cast_spell (op, item, dir, item->inv, NULL))
2029 {
1822 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 */
1823 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1824 if (!(--item->stats.food)) { 2033 if (!(--item->stats.food))
1825 object *tmp; 2034 {
1826 if (item->arch) { 2035 object *tmp;
2036
2037 if (item->arch)
2038 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2039 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2040 item->face = item->arch->clone.face;
1829 item->speed = 0; 2041 item->speed = 0;
1830 update_ob_speed(item); 2042 update_ob_speed (item);
1831 } 2043 }
1832 if ((tmp=is_player_inv(item))) 2044 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2045 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2046 }
1835 } 2047 }
1836 else if (item->type == ROD || item->type==HORN) { 2048 else if (item->type == ROD || item->type == HORN)
2049 {
1837 drain_rod_charge(item); 2050 drain_rod_charge (item);
1838 } 2051 }
1839 } 2052 }
1840} 2053}
1841 2054
1842/* Received a fire command for the player - go and do it. 2055/* Received a fire command for the player - go and do it.
1843 */ 2056 */
2057void
1844void fire(object *op,int dir) { 2058fire (object *op, int dir)
2059{
1845 int spellcost=0; 2060 int spellcost = 0;
1846 2061
1847 /* check for loss of invisiblity/hide */ 2062 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2063 if (action_makes_visible (op))
2064 make_visible (op);
1849 2065
1850 switch(op->contr->shoottype) { 2066 switch (op->contr->shoottype)
2067 {
1851 case range_none: 2068 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 2069 return;
1888 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:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2107 return;
1891 } 2108 }
1892} 2109}
1893 2110
1894 2111
1895 2112
1902 * inv is the objects inventory to searched 2119 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2120 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2121 * This function can be called recursively to search containers.
1905 */ 2122 */
1906 2123
2124object *
1907object * find_key(object *pl, object *container, object *door) 2125find_key (object *pl, object *container, object *door)
1908{ 2126{
1909 object *tmp,*key; 2127 object *tmp, *key;
1910 2128
1911 /* Should not happen, but sanity checking is never bad */ 2129 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2130 if (container->inv == NULL)
2131 return NULL;
1913 2132
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2136 if (door->type == DOOR && tmp->type == KEY)
2137 break;
1917 /* For sanity, we should really check door type, but other stuff 2138 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2139 * (like containers) can be locked with special keys
1919 */ 2140 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2142 break;
1922 } 2143 }
1923 /* No key found - lets search inventories now */ 2144 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 2147 * a key, return
1927 */ 2148 */
1928 if (!tmp) { 2149 if (!tmp)
2150 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152 {
1930 /* No reason to search empty containers */ 2153 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2154 if (tmp->type == CONTAINER && tmp->inv)
1932 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;
1933 } 2162 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 2164 * see if we actually want to use it
1939 */ 2165 */
1940 if (pl!=container) { 2166 if (pl != container)
2167 {
1941 /* Only let players use keys in containers */ 2168 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2169 if (!pl->contr)
2170 return NULL;
1943 /* cases where this fails: 2171 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2172 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2173 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2174 * If the container is not active, return now since only active
1947 * containers can be used. 2175 * containers can be used.
1948 * If we only search keyrings and the container does not have 2176 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2177 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2178 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2179 * inv must have been an container and must have been active.
1952 * 2180 *
1953 * Change the color so that the message doesn't disappear with 2181 * Change the color so that the message doesn't disappear with
1954 * all the others. 2182 * all the others.
1955 */ 2183 */
1956 if (pl->contr->usekeys == key_inventory || 2184 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2185 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2187 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 2190 return NULL;
1965 } 2191 }
1966 } 2192 }
1967 return tmp; 2193 return tmp;
1968} 2194}
1969 2195
1970/* moved door processing out of move_player_attack. 2196/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2197 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2198 * such that the caller should not do anything more,
1973 * 0 otherwise 2199 * 0 otherwise
1974 */ 2200 */
2201static int
1975static int player_attack_door(object *op, object *door) 2202player_attack_door (object *op, object *door)
1976{ 2203{
1977 2204
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 2207 * otherwise, we fall through to the rest of the code.
1981 */ 2208 */
1982 object *key=find_key(op, op, door); 2209 object *key = find_key (op, op, door);
1983 2210
1984 /* IF we found a key, do some extra work */ 2211 /* IF we found a key, do some extra work */
1985 if (key) { 2212 if (key)
2213 {
1986 object *container=key->env; 2214 object *container = key->env;
1987 2215
1988 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);
1989 if(action_makes_visible(op)) make_visible(op); 2217 if (action_makes_visible (op))
2218 make_visible (op);
1990 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);
1991 if (door->type == DOOR) { 2221 if (door->type == DOOR)
2222 {
1992 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 */
1993 } 2224 }
1994 else if(door->type==LOCKED_DOOR) { 2225 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2226 {
1996 "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));
1997 remove_door2(door); /* remove door without violence ;-) */ 2228 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2229 }
1999 /* Do this after we print the message */ 2230 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2231 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2232 /* Need to update the weight the container the key was in */
2002 if (container != op) 2233 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2234 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2235 return 1; /* Nothing more to do below */
2236 }
2005 } else if (door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
2238 {
2006 /* Might as well return now - no other way to open this */ 2239 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2241 return 1;
2009 } 2242 }
2010 return 0; 2243 return 0;
2011} 2244}
2012 2245
2013/* This function is just part of a breakup from move_player. 2246/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2247 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2248 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2249 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2250 * going to try and move (not fire weapons).
2018 */ 2251 */
2019 2252
2253void
2020void move_player_attack(object *op, int dir) 2254move_player_attack (object *op, int dir)
2021{ 2255{
2022 object *tmp, *mon, *tpl; 2256 object *tmp, *mon;
2023 sint16 nx, ny; 2257 sint16 nx, ny;
2024 int on_battleground; 2258 int on_battleground;
2025 mapstruct *m; 2259 maptile *m;
2026 2260
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2261 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2262 ny = freearr_y[dir] + op->y;
2031 2263
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2265
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2269 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 2273 * move_ob uses.
2042 */ 2274 */
2043 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 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2279 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2280 if (!m)
2047 } 2281 return; /* Don't think this should happen */
2048 else m =tpl->map; 2282 }
2049 2283 else
2284 m = op->map;
2285
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2051 /* 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"); */
2052 return; 2289 return;
2053 } 2290 }
2054 2291
2055 mon = NULL; 2292 mon = NULL;
2056 /* 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
2057 * 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.
2058 * 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
2059 * on the space 2296 * on the space
2060 */ 2297 */
2061 while (tmp!=NULL) { 2298 while (tmp != NULL)
2299 {
2062 if (tmp == op) { 2300 if (tmp == op)
2063 tmp=tmp->above; 2301 {
2064 continue; 2302 tmp = tmp->above;
2065 } 2303 continue;
2304 }
2305
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2307 {
2068 break; 2308 mon = tmp;
2069 } 2309 break;
2310 }
2311
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2313 mon = tmp;
2314
2072 tmp=tmp->above; 2315 tmp = tmp->above;
2073 } 2316 }
2074 2317
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2319 return; /* into a wall */
2077 2320
2078 if(mon->head != NULL) 2321 if (mon->head != NULL)
2079 mon = mon->head; 2322 mon = mon->head;
2080 2323
2081 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))
2082 if (player_attack_door(op, mon)) return; 2325 if (player_attack_door (op, mon))
2326 return;
2083 2327
2084 /* The following deals with possibly attacking peaceful 2328 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2329 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2330 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2331 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2332 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2333 * and thus will not push them.
2090 */ 2334 */
2091 2335
2092 /* 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
2093 * peaceful. Our assumption is the creature is a pet if the 2337 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2095 */ 2339 */
2096 if ((op->type==PLAYER) 2340 if ((op->type == PLAYER)
2097#if COZY_SERVER 2341#if COZY_SERVER
2098 && 2342 &&
2099 ( 2343 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2345#else
2105 && get_owner(mon)==op 2346 && mon->owner == op
2106#endif 2347#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2349 {
2109 /* 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 */
2110 if (op->contr->braced) return; 2351 if (op->contr->braced)
2352 return;
2111 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);
2112 (void) push_ob(mon,dir,op); 2354 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2114 return; 2357 return;
2115 } 2358 }
2116 2359
2117 /* in certain circumstances, you shouldn't attack friendly 2360 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2361 * creatures. Note that if you are braced, you can't push
2119 * 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
2120 * attack them either. 2363 * attack them either.
2121 */ 2364 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2365 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (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)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2367#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2368 (op->contr->peaceful
2369 || (mon->type == PLAYER
2370 && mon->contr->
2371 peaceful)) &&
2127#else 2372#else
2128 op->contr->peaceful && 2373 op->contr->peaceful &&
2129#endif 2374#endif
2130 !on_battleground 2375 !on_battleground))
2376 {
2377 if (!op->contr->braced)
2131 )) { 2378 {
2132 if (!op->contr->braced) {
2133 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);
2134 (void) push_ob(mon,dir,op); 2380 (void) push_ob (mon, dir, op);
2135 } else { 2381 }
2382 else
2383 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2384 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2385 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2386 if (op->contr->tmp_invis || op->hide)
2139 } 2387 make_visible (op);
2388 }
2140 2389
2141 /* If the object is a boulder or other rollable object, then 2390 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 2392 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2394 {
2145 recursive_roll(mon,dir,op); 2395 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2396 if (action_makes_visible (op))
2147 } 2397 make_visible (op);
2398 }
2148 2399
2149 /* Any generic living creature. Including things like doors. 2400 /* Any generic living creature. Including things like doors.
2150 * 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
2151 * and be living. Then, it must be one of the following: 2402 * and be living. Then, it must be one of the following:
2152 * 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
2153 * 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.
2154 */ 2405 */
2155 2406
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2409 {
2159 2410
2160 /* If the player hasn't hit something this tick, and does 2411 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2412 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2413 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2414 * incurred a 1 tick offset.
2164 */ 2415 */
2165 if (!op->contr->has_hit) { 2416 if (!op->contr->has_hit)
2417 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2418 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2419
2168 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 */
2169 } 2421 }
2170 2422
2171 skill_attack(mon, op, 0, NULL, NULL); 2423 skill_attack (mon, op, 0, NULL, NULL);
2172 2424
2173 /* If attacking another player, that player gets automatic 2425 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2426 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2427 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2428 * the wiz.
2177 */ 2429 */
2178 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))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2431 {
2180 short luck = mon->stats.luck; 2432 short luck = mon->stats.luck;
2433
2181 mon->contr->has_hit = 1; 2434 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2435 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2436 mon->stats.luck = luck;
2184 } 2437 }
2185 if(action_makes_visible(op)) make_visible(op); 2438 if (action_makes_visible (op))
2186 } 2439 make_visible (op);
2440 }
2187 } /* if player should attack something */ 2441 } /* if player should attack something */
2188} 2442}
2189 2443
2444int
2190int move_player(object *op,int dir) { 2445move_player (object *op, int dir)
2446{
2191 int pick; 2447 int pick;
2192 object *transport = op->contr->transport;
2193 2448
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2495}
2257 2496
2258/* 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
2259 * new client/server stuff. 2498 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2500 * the new speed values for commands.
2262 * 2501 *
2263 * Returns true if there are more actions we can do. 2502 * Returns true if there are more actions we can do.
2264 */ 2503 */
2504int
2265int handle_newcs_player(object *op) 2505handle_newcs_player (object *op)
2266{ 2506{
2267 if (op->contr->hidden) { 2507 if (op->contr->hidden)
2508 {
2268 op->invisible = 1000; 2509 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2510 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2511 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2512 * alternate it here for it to work correctly.
2272 */ 2513 */
2273 if (pticks & 2) op->invisible--; 2514 if (pticks & 2)
2515 op->invisible--;
2274 } 2516 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2276 op->invisible--; 2519 op->invisible--;
2277 if(!op->invisible) { 2520 if (!op->invisible)
2521 {
2278 make_visible(op); 2522 make_visible (op);
2279 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.");
2280 } 2524 }
2281 } 2525 }
2282 2526
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2284 flee_player(op); 2529 flee_player (op);
2285 /* 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 */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2287 op->speed_left--; 2533 op->speed_left--;
2288 return 0; 2534 return 0;
2289 } 2535 }
2290 } 2536 }
2291 2537
2292 /* 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
2293 * 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
2294 * 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
2295 * 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.
2296 */ 2542 */
2297 if (op->contr->ranges[range_golem] && 2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2544 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2545
2304 /* 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
2305 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2548 * called, so we recheck it here.
2307 */ 2549 */
2308 HandleClient(&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2551 if (op->speed_left < 0)
2310
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1;
2321 else return 0;
2322 }
2323 return 0; 2552 return 0;
2324}
2325 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
2326int save_life(object *op) { 2574save_life (object *op)
2327 object *tmp; 2575{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp));
2338 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0)
2346 op->stats.food = 999;
2347 fix_player(op);
2348 return 1;
2349 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */
2353 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;
2354} 2605}
2355 2606
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2610 * from.
2360 */ 2611 */
2612void
2361void remove_unpaid_objects(object *op, object *env) 2613remove_unpaid_objects (object *op, object *env)
2362{ 2614{
2363 object *next; 2615 object *next;
2364 2616
2365 while (op) { 2617 while (op)
2618 {
2366 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
2367 * we remove object 'op' 2620 * we remove object 'op'
2368 */ 2621 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2623 {
2624 op->remove ();
2371 op->x = env->x; 2625 op->x = env->x;
2372 op->y = env->y; 2626 op->y = env->y;
2373 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2630 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 else if (op->inv)
2378 op=next; 2632 remove_unpaid_objects (op->inv, env);
2633
2634 op = next;
2379 } 2635 }
2380} 2636}
2381 2637
2382 2638
2383/* 2639/*
2385 * Moved from apply.c to player.c - player.c is what 2641 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2642 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2643 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2644 * but there isn't one in the server directory.
2389 */ 2645 */
2646char *
2390char *gravestone_text (object *op) 2647gravestone_text (object *op)
2391{ 2648{
2392 static char buf2[MAX_BUF]; 2649 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2651 time_t now = time (NULL);
2395 2652
2396 strcpy (buf2, " R.I.P.\n\n"); 2653 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2654 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2656 else
2400 sprintf (buf, "%s\n", op->name); 2657 sprintf (buf, "%s\n", &op->name);
2658
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2660 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2661 if (op->type == PLAYER)
2404 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);
2405 else 2663 else
2406 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
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2667 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2668 if (op->type == PLAYER)
2669 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2672 strcat (buf2, buf);
2413 } 2673 }
2674
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2677 strcat (buf2, buf);
2678
2417 return buf2; 2679 return buf2;
2418} 2680}
2419 2681
2420 2682
2421 2683
2684void
2422void do_some_living(object *op) { 2685do_some_living (object *op)
2686{
2423 int last_food=op->stats.food; 2687 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2688 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2689 int over_hp, over_sp, over_grace;
2426 int i; 2690 int i;
2427 int rate_hp = 1200; 2691 int rate_hp = 1200;
2428 int rate_sp = 2500; 2692 int rate_sp = 2500;
2429 int rate_grace = 2000; 2693 int rate_grace = 2000;
2430 const int max_hp = 1; 2694 const int max_hp = 1;
2431 const int max_sp = 1; 2695 const int max_sp = 1;
2432 const int max_grace = 1; 2696 const int max_grace = 1;
2433 2697
2434 if (op->contr->outputs_sync) { 2698 if (op->contr->outputs_sync)
2699 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 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)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2702 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2703 }
2440 2704
2441 if(op->contr->state==ST_PLAYING) { 2705 if (op->contr->state == ST_PLAYING)
2706 {
2442 2707
2443 /* these next three if clauses make it possible to SLOW DOWN 2708 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2709 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2710 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2712 else
2713 {
2448 gen_hp = op->stats.maxhp; 2714 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2716 }
2451 if(op->contr->gen_sp >= 0 ) 2717 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2719 else
2720 {
2454 gen_sp = op->stats.maxsp; 2721 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2723 }
2457 if(op->contr->gen_grace >= 0) 2724 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2726 else
2727 {
2460 gen_grace = op->stats.maxgrace; 2728 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2730 }
2463 2731
2464 /* Regenerate Spell Points */ 2732 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2466 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);
2467 if(op->stats.sp<op->stats.maxsp) { 2736 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2737 {
2738 op->stats.sp++;
2469 /* dms do not consume food */ 2739 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2741 {
2742 op->stats.food--;
2472 if(op->contr->digestion<0) 2743 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2744 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 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 }
2477 } 2773 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2774
2498 /* Regenerate Grace */ 2775 /* Regenerate Grace */
2499 /* 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. */
2500 if(--op->last_grace<0) { 2777 if (--op->last_grace < 0)
2778 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2779 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2780 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2781 if (max_grace > 1)
2782 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2784 if (over_grace > 0)
2506 op->stats.sp += over_grace 2785 {
2786 op->stats.sp += over_grace
2507 + (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;
2508 op->last_grace=0; 2788 op->last_grace = 0;
2509 } else { 2789 }
2790 else
2791 {
2510 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);
2511 } 2793 }
2512 } else { 2794 }
2795 else
2796 {
2513 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);
2514 } 2798 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2799 /* wearing stuff doesn't detract from grace generation. */
2516 } 2800 }
2517 2801
2518 /* Regenerate Hit Points */ 2802 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2803 if (--op->last_heal < 0)
2804 {
2520 if(op->stats.hp<op->stats.maxhp) { 2805 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2806 {
2807 op->stats.hp++;
2522 /* dms do not consume food */ 2808 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2809 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2810 {
2811 op->stats.food--;
2525 if(op->contr->digestion<0) 2812 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2813 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 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 }
2530 } 2835 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2836
2546 /* Digestion */ 2837 /* Digestion */
2547 if(--op->last_eat<0) { 2838 if (--op->last_eat < 0)
2839 {
2548#ifdef COZY_SERVER 2840#ifdef COZY_SERVER
2549 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;
2550 int bonus=dg>0?dg:0, 2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2843#else
2553 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;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2845#endif
2556 2846
2557 if(op->contr->gen_hp > 0) 2847 if (op->contr->gen_hp > 0)
2558 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);
2559 else 2849 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2851 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2852 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2853 op->stats.food--;
2854 }
2564 } 2855 }
2565 2856
2566 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 {
2567 object *tmp, *flesh=NULL; 2859 object *tmp, *flesh = NULL;
2568 2860
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2862 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 {
2572 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.");
2573 manual_apply(op,tmp,0); 2868 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2869 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2870 break;
2576 } 2871 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2872 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2873 flesh = tmp;
2579 } /* end of for loop */ 2874 } /* End if paid for object */
2875 } /* end of for loop */
2580 /* 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
2581 * eat flesh instead. 2877 * eat flesh instead.
2582 */ 2878 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 {
2584 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.");
2585 manual_apply(op,flesh,0); 2882 manual_apply (op, flesh, 0);
2586 } 2883 }
2587 } /* end if player is starving */ 2884 } /* end if player is starving */
2588 2885
2589 while(op->stats.food<0&&op->stats.hp>0) 2886 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2887 op->stats.food++, op->stats.hp--;
2591 2888
2592 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))
2593 kill_player(op); 2890 kill_player (op);
2594} 2891}
2595 2892
2596 2893
2597 2894
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2897 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2898 * file.
2602 */ 2899 */
2900void
2603void kill_player(object *op) 2901kill_player (object *op)
2604{ 2902{
2605 char buf[MAX_BUF]; 2903 char buf[MAX_BUF];
2606 int x,y,i; 2904 int x, y;
2905
2906 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2907 maptile *map; /* this is for resurrection */
2908
2608 int z; 2909 /* int z;
2609 int num_stats_lose; 2910 int num_stats_lose;
2610 int lost_a_stat; 2911 int lost_a_stat;
2611 int lose_this_stat; 2912 int lose_this_stat;
2612 int this_stat; 2913 int this_stat; */
2613 int will_kill_again; 2914 int will_kill_again;
2614 archetype *at; 2915 archetype *at;
2615 object *tmp; 2916 object *tmp;
2616 2917
2617 if(save_life(op)) 2918 if (save_life (op))
2618 return; 2919 return;
2619 2920
2620 2921
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2924 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2925 */
2625 if (op_on_battleground(op, &x, &y)) { 2926 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2927 {
2627 "You have been defeated in combat!"); 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2930
2630
2631 /* restore player */ 2931 /* restore player */
2632 at = find_archetype("poisoning"); 2932 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2933 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2934 if (tmp)
2635 remove_ob(tmp); 2935 {
2636 free_object(tmp); 2936 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2938 }
2639 2939
2640 at = find_archetype("confusion"); 2940 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2942 if (tmp)
2643 remove_ob(tmp); 2943 {
2644 free_object(tmp); 2944 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2946 }
2647 2947
2648 cure_disease(op,0); /* remove any disease */ 2948 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2949 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2950 if (op->stats.food <= 0)
2651 2951 op->stats.food = 999;
2952
2652 /* create a bodypart-trophy to make the winner happy */ 2953 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2954 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2955 if (tmp != NULL)
2655 { 2956 {
2656 sprintf(buf,"%s's finger",op->name); 2957 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2958 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2959 sprintf (buf, " This finger has been cut off %s\n"
2659 " 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",
2660 op->name, op->contr->title, (int)(op->level), 2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2962 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2963 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2964 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2965 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2966 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2967 }
2968
2669 /* teleport defeated player to new destination*/ 2969 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2970 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2971 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2972 return;
2973 }
2678 2974
2679 INVOKE_PLAYER (DEATH, op->contr); 2975 INVOKE_PLAYER (DEATH, op->contr);
2680 2976
2681 command_kill_pets (op, 0); 2977 command_kill_pets (op, 0);
2682 2978
2683 if(op->stats.food<0) { 2979 if (op->stats.food < 0)
2980 {
2684 if (op->contr->explore) { 2981 if (op->contr->explore)
2982 {
2685 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");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2687 op->stats.food=999; 2985 op->stats.food = 999;
2688 return; 2986 return;
2689 } 2987 }
2690 sprintf(buf,"%s starved to death.",op->name); 2988 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy(op->contr->killer,"starvation"); 2989 strcpy (op->contr->killer, "starvation");
2990 }
2991 else
2692 } 2992 {
2693 else {
2694 if (op->contr->explore) { 2993 if (op->contr->explore)
2994 {
2695 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");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp; 2997 op->stats.hp = op->stats.maxhp;
2698 return; 2998 return;
2699 } 2999 }
2700 sprintf(buf,"%s died.",op->name); 3000 sprintf (buf, "%s died.", &op->name);
2701 } 3001 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2703 3003
2704 /* save the map location for corpse, gravestone*/ 3004 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
2706 3008
2707 3009
2708 if (settings.not_permadeth == TRUE) { 3010 if (settings.not_permadeth == TRUE)
3011 {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 3012 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * 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.
2711 * 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.
2712 */ 3015 */
2713 3016
2714 /* Basically two ways to go - remove a stat permanently, or just 3017 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 3018 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 3019 * of death.
2717 */ 3020 */
2718#ifndef COZY_SERVER 3021#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 3022 if (settings.balanced_stat_loss)
3023 {
2720 /* If stat loss is permanent, lose one stat only. */ 3024 /* If stat loss is permanent, lose one stat only. */
2721 /* 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
2722 more if they do. */ 3026 more if they do. */
2723 /* Higher level characters can afford things such as potions of 3027 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 3028 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 3029 little bit harder. */
2726 /* GD */ 3030 /* GD */
2727 if (settings.stat_loss_on_death) 3031 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 3032 num_stats_lose = 1;
2729 else 3033 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 3035 }
3036 else
3037 {
2732 num_stats_lose = 1; 3038 num_stats_lose = 1;
2733 } 3039 }
2734 lost_a_stat = 0; 3040 lost_a_stat = 0;
2735 3041
2736 for (z=0; z<num_stats_lose; z++) { 3042 for (z = 0; z < num_stats_lose; z++)
3043 {
2737 i = RANDOM() % NUM_STATS; 3044 i = RANDOM () % NUM_STATS;
2738 3045
2739 if (settings.stat_loss_on_death) { 3046 if (settings.stat_loss_on_death)
2740 /* Pick a random stat and take a point off it. Tell the player
2741 * what he lost.
2742 */
2743 change_attr_value(&(op->stats), i,-1);
2744 check_stat_bounds(&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1);
2746 check_stat_bounds(&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2748 lost_a_stat = 1;
2749 } else {
2750 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion");
2752 object *dep;
2753 3047 {
2754 dep = present_arch_in_ob(deparch,op); 3048 /* Pick a random stat and take a point off it. Tell the player
2755 if(!dep) { 3049 * what he lost.
2756 dep = arch_to_object(deparch); 3050 */
2757 insert_ob_in_ob(dep, op); 3051 change_attr_value (&(op->stats), i, -1);
2758 } 3052 check_stat_bounds (&(op->stats));
2759 lose_this_stat = 1; 3053 change_attr_value (&(op->contr->orig_stats), i, -1);
2760 if (settings.balanced_stat_loss) { 3054 check_stat_bounds (&(op->contr->orig_stats));
2761 /* GD */ 3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2762 /* Get the stat that we're about to deplete. */ 3056 lost_a_stat = 1;
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 3057 }
2787 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. */
2788 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);
2789 /* We could try to do something clever like find another 3106 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 3107 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 3108 * stats have been depleted to -50, all are pretty low
2792 * 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
2793 * difference. 3110 * difference.
2794 */ 3111 */
2795 if (this_stat>=-50) { 3112 if (this_stat >= -50)
3113 {
2796 change_attr_value(&(dep->stats), i, -1); 3114 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 3115 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 3117 fix_player (op);
2800 lost_a_stat = 1; 3118 lost_a_stat = 1;
2801 } 3119 }
2802 } 3120 }
2803 } 3121 }
2804 } 3122 }
2805 /* If no stat lost, tell the player. */ 3123 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 3124 if (!lost_a_stat)
2807 { 3125 {
2808 /* determine_god() seems to not work sometimes... why is this? 3126 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 3127 Should I be using something else? GD */
2810 const char *god = determine_god(op); 3128 const char *god = determine_god (op);
3129
2811 if (god && (strcmp(god, "none"))) 3130 if (god && (strcmp (god, "none")))
2812 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);
2813 "moment you feel the holy presence of %s protecting" 3132 else
2814 " you.", god); 3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else 3134 }
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3135#else
2817 " 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.");
2818 }
2819#endif 3137#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 3138
2823 /* Put a gravestone up where the character 'almost' died. List the 3139 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 3140 * exp loss on the stone.
2825 */ 3141 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 3142 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 3143 sprintf (buf, "%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 3144 tmp->name = buf;
2829 sprintf(buf,"%s's gravestones",op->name); 3145 sprintf (buf, "%s's gravestones", &op->name);
2830 FREE_AND_COPY(tmp->name_pl, buf); 3146 tmp->name_pl = buf;
2831 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);
2832 "who was killed\n" 3148 tmp->msg = buf;
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 3149 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 3150 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 3151
2840 /**************************************/ 3152 /**************************************/
2841 /* */ 3153 /* */
2842 /* Subtract the experience points, */ 3154 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 3155 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 3156 /* food, and reset HP's... */
2845 /* */ 3157 /* */
2846 /**************************************/ 3158 /**************************************/
2847 3159
2848 /* remove any poisoning and confusion the character may be suffering.*/ 3160 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 3161 /* restore player */
2850 at = find_archetype("poisoning"); 3162 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 3163 tmp = present_arch_in_ob (at, op);
2852 if (tmp) { 3164
2853 remove_ob(tmp); 3165 if (tmp)
2854 free_object(tmp); 3166 {
3167 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 3169 }
2857 3170
2858 at = find_archetype("confusion"); 3171 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 3172 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 3173 if (tmp)
2861 remove_ob(tmp); 3174 {
2862 free_object(tmp); 3175 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 3177 }
3178
2865 cure_disease(op,0); /* remove any disease */ 3179 cure_disease (op, 0); /* remove any disease */
2866 3180
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 3181 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 3182 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp; 3185 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 3188
2874 /* 3189 /*
2875 * 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
2876 * 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
2877 * in the map. 3192 * in the map.
2878 */ 3193 */
2879 3194
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3195 if (is_in_shop (op))
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op); 3196 remove_unpaid_objects (op->inv, op);
2883 break;
2884 }
2885 }
2886
2887 3197
2888 /****************************************/ 3198 /****************************************/
2889 /* */ 3199 /* */
2890 /* Move player to his current respawn- */ 3200 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 3201 /* position (usually last savebed) */
2892 /* */ 3202 /* */
2893 /****************************************/ 3203 /****************************************/
2894 3204
2895 enter_player_savebed(op); 3205 enter_player_savebed (op);
2896 3206
2897 /* Save the player before inserting the force to reduce 3207 /* Save the player before inserting the force to reduce
2898 * chance of abuse. 3208 * chance of abuse.
2899 */ 3209 */
2900 op->contr->braced=0; 3210 op->contr->braced = 0;
2901 save_player(op,1); 3211 save_player (op, 1);
2902 3212
2903 /* it is possible that the player has blown something up 3213 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 3214 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 3215 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 3216 * on the space that might harm the player.
2907 */ 3217 */
2908 will_kill_again=0; 3218 will_kill_again = 0;
2909 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)
2910 if (tmp->type ==SPELL_EFFECT) 3220 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 3221 will_kill_again |= tmp->attacktype;
2912 } 3222
2913 if (will_kill_again) { 3223 if (will_kill_again)
3224 {
2914 object *force; 3225 object *force;
2915 int at; 3226 int at;
2916 3227
2917 force=get_archetype(FORCE_NAME); 3228 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 3229 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 3230 force->speed = 0.1;
2920 force->speed_left=-5.0; 3231 force->speed_left = -5.0;
2921 SET_FLAG(force, FLAG_APPLIED); 3232 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 3233 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 3234 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 3235 force->resist[at] = 100;
2925 } 3236
2926 insert_ob_in_ob(force, op); 3237 insert_ob_in_ob (force, op);
2927 fix_player(op); 3238 fix_player (op);
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 3239
3240 }
3241
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return; 3243 return;
2939 } /* NOT_PERMADETH */ 3244 } /* NOT_PERMADETH */
2940 else { 3245 else
3246 {
2941 /* 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
2942 * should probably be embedded in an else statement. 3248 * should probably be embedded in an else statement.
2943 */ 3249 */
2944 3250
2945 op->contr->party=NULL; 3251 op->contr->party = NULL;
2946 if (settings.set_title == TRUE) 3252 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0'; 3253 op->contr->own_title[0] = '\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2949 check_score(op); 3255 check_score (op);
3256
2950 if(op->contr->ranges[range_golem]!=NULL) { 3257 if (op->contr->ranges[range_golem])
3258 {
2951 remove_friendly_object(op->contr->ranges[range_golem]); 3259 remove_friendly_object (op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]); 3260 op->contr->ranges[range_golem]->destroy ();
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL; 3261 op->contr->ranges[range_golem] = 0;
2955 op->contr->golem_count=0; 3262 }
2956 } 3263
2957 loot_object(op); /* Remove some of the items for good */ 3264 loot_object (op); /* Remove some of the items for good */
2958 remove_ob(op); 3265 op->remove ();
2959 op->direction=0; 3266 op->direction = 0;
2960 3267
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
2962 delete_character(op->name,0); 3270 delete_character (op->name, 0);
2963 if (settings.resurrection == TRUE) { 3271 if (settings.resurrection == TRUE)
3272 {
2964 /* save playerfile sans equipment when player dies 3273 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection 3274 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely 3275 ** type spells will work on them nicely
2967 */ 3276 */
2968 delete_character(op->name,0); 3277 delete_character (op->name, 0);
2969 op->stats.hp = op->stats.maxhp; 3278 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999; 3279 op->stats.food = 999;
2971 3280
2972 /* set the location of where the person will reappear when */ 3281 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */ 3282 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname); 3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL) 3284 if (op->map != NULL)
2976 op->map = NULL; 3285 op->map = NULL;
2977 op->x = settings.emergency_x; 3286 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y; 3287 op->y = settings.emergency_y;
2979 save_player(op,0); 3288 save_player (op, 0);
2980 op->map = map; 3289 op->map = map;
2981 /* please see resurrection.c: peterm */ 3290 /* please see resurrection.c: peterm */
2982 dead_player(op); 3291 dead_player (op);
2983 } else { 3292 }
3293 else
2984 delete_character(op->name,1); 3294 delete_character (op->name, 1);
2985 } 3295 }
2986 } 3296
2987 play_again(op); 3297 play_again (op);
2988 3298
2989 /* peterm: added to create a corpse at deathsite. */ 3299 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl")); 3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
2991 sprintf(buf,"%s", op->name); 3301 sprintf (buf, "%s", &op->name);
2992 FREE_AND_COPY(tmp->name, buf); 3302 tmp->name = tmp->name_pl = buf;
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level; 3303 tmp->level = op->level;
2995 tmp->x=x;tmp->y=y; 3304 tmp->x = x;
2996 if (tmp->msg) 3305 tmp->y = y;
2997 free_string(tmp->msg); 3306 tmp->msg = gravestone_text (op);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE); 3307 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0); 3308 insert_ob_in_map (tmp, map, NULL, 0);
3001 } 3309 }
3002} 3310}
3003 3311
3004 3312
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 3313void
3314loot_object (object *op)
3315{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 3316 object *tmp, *tmp2, *next;
3007 3317
3008 if (op->container) { /* close open sack first */ 3318 if (op->container)
3319 { /* close open sack first */
3009 esrv_apply_container (op, op->container); 3320 esrv_apply_container (op, op->container);
3010 } 3321 }
3011 3322
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3323 for (tmp = op->inv; tmp != NULL; tmp = next)
3324 {
3013 next=tmp->below; 3325 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3326 if (tmp->type == EXPERIENCE || tmp->invisible)
3015 remove_ob(tmp); 3327 continue;
3328 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 3329 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 3330 if (tmp->type == CONTAINER)
3018 loot_object(tmp); 3331 { /* empty container to ground */
3019 } 3332 loot_object (tmp);
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3333 }
3021 || 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 {
3022 if(tmp->nrof>1) { 3336 if (tmp->nrof > 1)
3337 {
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3024 free_object(tmp2); 3339 tmp2->destroy ();
3025 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 }
3026 } else 3345 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 3346 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 3347 }
3031} 3348}
3032 3349
3033/* 3350/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 3351 * fix_weight(): Check recursively the weight of all players, and fix
3035 * 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
3036 * was changed. 3353 * was changed.
3037 */ 3354 */
3038 3355
3356void
3039void fix_weight(void) { 3357fix_weight (void)
3358{
3040 player *pl; 3359 player *pl;
3360
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 {
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364
3043 if(old == sum) 3365 if (old == sum)
3044 continue; 3366 continue;
3045 fix_player(pl->ob); 3367 fix_player (pl->ob);
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3047 pl->ob->name, old, sum);
3048 } 3369 }
3049} 3370}
3050 3371
3372void
3051void fix_luck(void) { 3373fix_luck (void)
3374{
3052 player *pl; 3375 player *pl;
3376
3053 for (pl = first_player; pl != NULL; pl = pl->next) 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3054 if (!pl->ob->contr->state) 3378 if (!pl->ob->contr->state)
3055 change_luck(pl->ob, 0); 3379 change_luck (pl->ob, 0);
3056} 3380}
3057 3381
3058 3382
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 3383/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 3384 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 3385 * just treat this as any other spell casting object.
3062 */ 3386 */
3063 3387
3064void 3388void
3065cast_dust (object * op, object * throw_ob, int dir) 3389cast_dust (object *op, object *throw_ob, int dir)
3066{ 3390{
3067 object *skop, *spob; 3391 object *skop, *spob;
3068 3392
3069 skop = find_skill_by_name (op, throw_ob->skill); 3393 skop = find_skill_by_name (op, throw_ob->skill);
3070 3394
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 3395 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3396 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 3397 {
3074 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);
3075 op->name);
3076 return; 3399 return;
3077 } 3400 }
3078 3401
3079 spob = throw_ob->inv; 3402 spob = throw_ob->inv;
3080 3403
3081 // 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
3082 // 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
3083 // errors should be reported as early as possible IMHO) 3406 // errors should be reported as early as possible IMHO)
3084 if (!spob) 3407 if (!spob)
3085 { 3408 {
3086 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);
3087 throw_ob->name, op->name);
3088 return; 3410 return;
3089 } 3411 }
3090 3412
3091 if (op->type == PLAYER) 3413 if (op->type == PLAYER)
3092 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);
3093 3415
3094 cast_spell (op, throw_ob, dir, spob, NULL); 3416 cast_spell (op, throw_ob, dir, spob, NULL);
3095 3417
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3418 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 3419}
3100 3420
3421void
3101void make_visible (object *op) { 3422make_visible (object *op)
3423{
3102 op->hide = 0; 3424 op->hide = 0;
3103 op->invisible = 0; 3425 op->invisible = 0;
3104 if(op->type==PLAYER) { 3426 if (op->type == PLAYER)
3427 {
3105 op->contr->tmp_invis = 0; 3428 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3429 op->contr->invis_race = 0;
3107 } 3430 }
3108 update_object(op,UP_OBJ_FACE); 3431 update_object (op, UP_OBJ_FACE);
3109} 3432}
3110 3433
3434int
3111int is_true_undead(object *op) { 3435is_true_undead (object *op)
3436{
3112 object *tmp=NULL; 3437 object *tmp = NULL;
3113 3438
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1;
3115 3441
3116 if(op->type==PLAYER) 3442 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3120 return 0; 3447 return 0;
3121} 3448}
3122 3449
3123/* look at the surrounding terrain to determine 3450/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3451 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3452 * indicate greater hideability.
3126 */ 3453 */
3127 3454
3455int
3128int hideability(object *ob) { 3456hideability (object *ob)
3457{
3129 int i,level=0, mflag; 3458 int i, level = 0, mflag;
3130 sint16 x,y; 3459 sint16 x, y;
3131 3460
3132 if(!ob||!ob->map) return 0; 3461 if (!ob || !ob->map)
3462 return 0;
3133 3463
3134 /* so, on normal lighted maps, its hard to hide */ 3464 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3465 level = ob->map->darkness - 2;
3136 3466
3137 /* this also picks up whether the object is glowing. 3467 /* this also picks up whether the object is glowing.
3138 * 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
3139 * as bad as carrying a light on a pitch dark map */ 3469 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3470 if (has_carried_lights (ob))
3471 level = -(10 + (2 * ob->map->darkness));
3141 3472
3142 /* scan through all nearby squares for terrain to hide in */ 3473 /* scan through all nearby squares for terrain to hide in */
3143 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 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3477 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue;
3480 }
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3482 level += 2;
3148 else /* open terrain! */ 3483 else /* open terrain! */
3149 level -= 1; 3484 level -= 1;
3150 } 3485 }
3151 3486
3152#if 0 3487#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3488 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3489#endif
3155 return level; 3490 return level;
3156} 3491}
3157 3492
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3493/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3494 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3495 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3496 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3497 */
3163 3498
3499void
3164void do_hidden_move (object *op) { 3500do_hidden_move (object *op)
3501{
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3503 object *skop;
3167 3504
3168 if(!op || !op->map) return; 3505 if (!op || !op->map)
3506 return;
3169 3507
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3171 3509
3172 /* 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! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3511 if (op->type == PLAYER && op->contr->run_on)
3512 {
3174 if(!skop || num >= skop->level) { 3513 if (!skop || num >= skop->level)
3514 {
3175 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!");
3176 make_visible(op); 3516 make_visible (op);
3177 return; 3517 return;
3178 } else num += 20; 3518 }
3519 else
3520 num += 20;
3179 } 3521 }
3180 num += op->map->difficulty; 3522 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3523 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3524 num -= hide;
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 {
3184 make_visible(op); 3527 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3528 if (op->type == PLAYER)
3186 "You moved out of hiding! You are visible!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3530 }
3188 else if (op->type == PLAYER && skop) { 3531 else if (op->type == PLAYER && skop)
3532 {
3189 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);
3190 } 3534 }
3191} 3535}
3192 3536
3193/* determine if who is standing near a hostile creature. */ 3537/* determine if who is standing near a hostile creature. */
3194 3538
3539int
3195int stand_near_hostile( object *who ) { 3540stand_near_hostile (object *who)
3541{
3196 object *tmp=NULL; 3542 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3543 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3544 maptile *m;
3199 sint16 x,y; 3545 sint16 x, y;
3200 3546
3201 if(!who) return 0; 3547 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 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;
3231} 3584}
3232 3585
3233/* check the player los field for viewability of the 3586/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3587 * object op. This function works fine for monsters,
3235 * 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
3242 * 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.
3243 * -b.t. 3596 * -b.t.
3244 * This function is now map tiling safe. 3597 * This function is now map tiling safe.
3245 */ 3598 */
3246 3599
3600int
3247int player_can_view (object *pl,object *op) { 3601player_can_view (object *pl, object *op)
3602{
3248 rv_vector rv; 3603 rv_vector rv;
3249 int dx,dy; 3604 int dx, dy;
3250 3605
3251 if(pl->type!=PLAYER) { 3606 if (pl->type != PLAYER)
3607 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3608 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3609 return -1;
3278 op = op->more;
3279 } 3610 }
3611 if (!pl || !op)
3280 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;
3281} 3642}
3282 3643
3283/* routine for both players and monsters. We call this when 3644/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3645 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3646 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3647 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3648 * return 0.
3288 */ 3649 */
3650int
3289int action_makes_visible (object *op) { 3651action_makes_visible (object *op)
3652{
3290 3653
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3657 return 0;
3294 3658
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3296 3661
3297 /* If monsters, they should become visible */ 3662 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3299 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");
3300 return 1; 3666 return 1;
3301 } 3667 }
3302 } 3668 }
3303 return 0; 3669 return 0;
3304} 3670}
3305 3671
3306/* op_on_battleground - checks if the given object op (usually 3672/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3673 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3674 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3675 * -exit-coord. (and if x, y not NULL)
3310 * 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
3311 * 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
3312 * 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
3313 */ 3679 */
3680int
3314int op_on_battleground (object *op, int *x, int *y) { 3681op_on_battleground (object *op, int *x, int *y)
3682{
3315 object *tmp; 3683 object *tmp;
3316 3684
3317 /* A battleground-tile needs the following attributes to be valid: 3685 /* A battleground-tile needs the following attributes to be valid:
3318 * 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),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3688 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3689 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3690 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3692 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3694 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3326 strcmp(tmp->name, "battleground")==0 && 3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3697 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3698 /*before we assign the exit, check if this is a teambattle */
3329 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 {
3330 object *invtmp; 3701 object *invtmp;
3702
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3704 {
3333 !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 }
3334 if (x != NULL && y != NULL) 3713 if (x != NULL && y != NULL)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3336 return 1; 3715 return 1;
3337 } 3716 }
3338 } 3717 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3718 }
3344 }
3345 }
3346 /* If we got here, did not find a battleground */ 3719 /* If we got here, did not find a battleground */
3347 return 0; 3720 return 0;
3348} 3721}
3349 3722
3350/* 3723/*
3354 * attributes: 3727 * attributes:
3355 * object *who the dragon player 3728 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3729 * int atnr the attack-number of the ability focus
3357 * int level ability level 3730 * int level ability level
3358 */ 3731 */
3732void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3733dragon_ability_gain (object *who, int atnr, int level)
3734{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3735 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3736 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3737 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3738 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3739 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3740 int i = 0, j = 0;
3366 3741
3367 /* get the appropriate treasurelist */ 3742 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3743 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3744 trlist = find_treasurelist ("dragon_ability_fire");
3370 else if (atnr == ATNR_COLD) 3745 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3746 trlist = find_treasurelist ("dragon_ability_cold");
3372 else if (atnr == ATNR_ELECTRICITY) 3747 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3748 trlist = find_treasurelist ("dragon_ability_elec");
3374 else if (atnr == ATNR_POISON) 3749 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3750 trlist = find_treasurelist ("dragon_ability_poison");
3376 3751
3377 if (trlist == NULL || who->type != PLAYER) 3752 if (trlist == NULL || who->type != PLAYER)
3378 return; 3753 return;
3379 3754
3380 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++);
3381 tr = tr->next, i++); 3756
3382
3383 if (tr == NULL || tr->item == NULL) { 3757 if (tr == NULL || tr->item == NULL)
3758 {
3384 /* 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]); */
3385 return; 3760 return;
3386 } 3761 }
3387 3762
3388 /* everything seems okay - now bring on the gift: */ 3763 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3764 item = &(tr->item->clone);
3390 3765
3391 if (item->type == SPELL) { 3766 if (item->type == SPELL)
3767 {
3392 if (check_spell_known (who, item->name)) 3768 if (check_spell_known (who, item->name))
3393 return; 3769 return;
3394 3770
3395 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);
3396 do_learn_spell (who, item, 0); 3772 do_learn_spell (who, item, 0);
3397 return; 3773 return;
3398 } 3774 }
3399 3775
3400 /* grant direct spell */ 3776 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3777 if (item->type == SPELLBOOK)
3778 {
3402 if (!item->inv) { 3779 if (!item->inv)
3780 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3781 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3782 return;
3406 } 3783 }
3407 if (check_spell_known (who, item->inv->name)) 3784 if (check_spell_known (who, item->inv->name))
3408 return; 3785 return;
3409 if (item->invisible) { 3786 if (item->invisible)
3787 {
3410 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);
3411 do_learn_spell (who, item->inv, 0); 3789 do_learn_spell (who, item->inv, 0);
3412 return; 3790 return;
3413 } 3791 }
3414 } 3792 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3793 else if (item->type == SKILL_TOOL && item->invisible)
3794 {
3416 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 {
3417 3797
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3798 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * 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
3420 * 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,
3421 * but not all of them, he gets nothing. 3801 * but not all of them, he gets nothing.
3422 */ 3802 */
3423 if (!(skop->attacktype & item->attacktype)) { 3803 if (!(skop->attacktype & item->attacktype))
3804 {
3424 /* Give new attacktype */ 3805 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3806 skop->attacktype |= item->attacktype;
3426 3807
3427 /* always add physical if there's none */ 3808 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3809 skop->attacktype |= AT_PHYSICAL;
3429 3810
3430 if (item->msg != NULL) 3811 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3812 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3813
3433 /* Give player new face */ 3814 /* Give player new face */
3434 if (item->animation_id) { 3815 if (item->animation_id)
3816 {
3435 who->face = skop->face; 3817 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3818 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3819 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3820 who->last_anim = 0;
3439 who->state = 0; 3821 who->state = 0;
3440 animate_object(who, who->direction); 3822 animate_object (who, who->direction);
3441 } 3823 }
3824 }
3825 }
3442 } 3826 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3827 else if (item->type == FORCE)
3828 {
3446 /* forces in the treasurelist can alter the player's stats */ 3829 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3830 object *skin;
3831
3448 /* first get the dragon skin force */ 3832 /* first get the dragon skin force */
3449 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);
3450 skin=skin->below); 3834 if (skin == NULL)
3451 if (skin == NULL) return; 3835 return;
3452 3836
3453 /* adding new spellpath attunements */ 3837 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3840 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3841
3457 /* print message */ 3842 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3843 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3844 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3845 {
3461 if (j) 3846 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3847 {
3463 else 3848 if (j)
3464 j = 1; 3849 strcat (buf, " and ");
3850 else
3851 j = 1;
3465 strcat(buf, spellpathnames[i]); 3852 strcat (buf, spellpathnames[i]);
3466 } 3853 }
3467 } 3854 }
3468 strcat(buf,"."); 3855 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3857 }
3471 3858
3472 /* evtl. adding flags: */ 3859 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3860 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3861 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3862 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3863 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3865 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3866
3480 /* print message if there is one */ 3867 /* print message if there is one */
3481 if (item->msg != NULL) 3868 if (item->msg != NULL)
3482 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
3483 } 3872 {
3484 else {
3485 /* generate misc. treasure */ 3873 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3874 tmp = arch_to_object (tr->item);
3487 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));
3488 tmp = insert_ob_in_ob (tmp, who); 3876 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER) 3877 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp); 3878 esrv_send_item (who, tmp);
3491 } 3879 }
3492} 3880}
3493 3881
3494/** 3882/**
3495 * 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
3496 * not readied. 3884 * not readied.
3497 */ 3885 */
3886void
3498void player_unready_range_ob(player *pl, object *ob) { 3887player_unready_range_ob (player *pl, object *ob)
3888{
3499 rangetype i; 3889 rangetype i;
3500 3890
3501 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 {
3502 if (pl->ranges[i] == ob) { 3893 if (pl->ranges[i] == ob)
3894 {
3503 pl->ranges[i] = NULL; 3895 pl->ranges[i] = NULL;
3504 if (pl->shoottype == i) { 3896 if (pl->shoottype == i)
3897 {
3505 pl->shoottype = range_none; 3898 pl->shoottype = range_none;
3506 } 3899 }
3507 } 3900 }
3508 } 3901 }
3509} 3902}

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