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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
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
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
77 } 178 }
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); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 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); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
188 return 1; 200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
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 220 /* Clears basically the entire player structure except
231 * for next and socket. 221 * for next and socket.
232 */ 222 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 223 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 224
236 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 226 * we deal with that below this point.
238 */ 227 */
239 p->party=NULL; 228 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 232 p->Swap_First = -1;
244 233
245#ifdef AUTOSAVE 234#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
247#endif 236#endif
248 237
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 239
251 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 241 p->ob = op;
253 op->speed_left=0.5; 242 op->speed_left = 0.5;
254 op->speed=1.0; 243 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 245 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 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 */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
261 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
262 clear_los(op); 255 clear_los (op);
263 256
264 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
265 p->last_speed= -1; 258 p->last_speed = -1;
266 p->shoottype=range_none; 259 p->shoottype = range_none;
267 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 261 p->petmode = pet_normal;
269 p->listening=10; 262 p->listening = 10;
270 p->usekeys=containers; 263 p->usekeys = containers;
271 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 266 p->do_los = 1;
274 p->explore=0; 267 p->explore = 0;
275 p->no_shout=0; /* default can shout */
276 268
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
280 271
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 273
283 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
286 * at zero. 277 * at zero.
287 */ 278 */
288 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
289 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
291 } 283 }
284
292 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
293 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
294 } 287
295 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
297 290
298 p->socket.update_look=0; 291 p->socket->update_look = 0;
299 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
300 return p; 294 return p;
301} 295}
302
303 296
304/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
305static void set_first_map(object *op) 299set_first_map (object *op)
306{ 300{
307 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 302 op->x = -1;
309 op->y = -1; 303 op->y = -1;
310 enter_exit(op, NULL); 304 enter_exit (op, 0);
311} 305}
312 306
313/* Tries to add player on the connection passwd in ns. 307/* 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 308 * All we can really get in this is some settings like host and display
315 * mode. 309 * mode.
316 */ 310 */
317 311
318int add_player(NewSocket *ns) { 312int
319 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
320 316
321 p=get_player(NULL);
322 p->socket = *ns; 317 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 319
325 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 322
328 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
329 * on the uncoming socket. 324
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 325 set_first_map (p->ob);
333 326
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
336 send_rules(p->ob); 329 send_rules (p->ob);
337 send_news(p->ob); 330 send_news (p->ob);
338 display_motd(p->ob); 331 display_motd (p->ob);
339 get_name(p->ob); 332 get_name (p->ob);
333
340 return 0; 334 return 0;
341} 335}
342 336
343/* 337/*
344 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
347 */ 341 */
342archetype *
348archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
349{ 344{
350 archetype *start = at; 345 archetype *start = at;
346
351 for (;;) { 347 for (;;)
348 {
352 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
353 at=first_archetype; 350 at = first_archetype;
354 else 351 else
355 at=at->next; 352 at = at->next;
353
356 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
357 return at; 355 return at;
356
358 if (at == start) { 357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 360 exit (-1);
361 } 361 }
362 } 362 }
363} 363}
364 364
365 365object *
366object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
367 object *op = NULL; 368 object *op = NULL;
368 player *pl = NULL; 369 player *pl = NULL;
369 objectlink *ol; 370 objectlink *ol;
370 unsigned lastdist; 371 unsigned lastdist;
371 rv_vector rv; 372 rv_vector rv;
372 373
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
374 /* We should not find free objects on this friendly list, but it 376 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
378 */ 380 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
380 object *tmp=ol->ob; 383 object *tmp = ol->ob;
381 384
382 /* Can't do much more other than log the fact, because the object 385 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 386 * itself will have been cleared.
384 */ 387 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 389 ol = ol->next;
387 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
388 if (!ol) return op; 391 if (!ol)
389 } 392 return op;
393 }
390 394
391 /* Remove special check for player from this. First, it looks to cause 395 /* 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 396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 397 * 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 398 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
397 */ 401 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 403 continue;
400 404
401 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
402 op=ol->ob; 407 op = ol->ob;
403 lastdist=rv.distance; 408 lastdist = rv.distance;
404 } 409 }
405 } 410 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
408 415
409 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
410 op=pl->ob; 417 {
411 lastdist=rv.distance; 418 op = pl->ob;
412 } 419 lastdist = rv.distance;
413 } 420 }
421 }
414 } 422 }
415#if 0 423#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 425#endif
418 return op; 426 return op;
419} 427}
420 428
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 429/* 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 430 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 468 * 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, 469 * 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 470 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 471 * is blocking itself.
464 */ 472 */
473int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
466 rv_vector rv; 476 rv_vector rv;
467 sint16 x,y; 477 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
470 480
471 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
472 482
473 if (rv.distance<mindiff) return 0; 483 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; 484 return 0;
726}
727 485
728void confirm_password(object *op) { 486 x = mon->x;
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492 /* If we can't solve it within the search distance, return now. */
493 if (diff > max)
494 return 0;
495 while (diff > 1 && max > 0)
496 {
497 lastx = x;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
729 502
503 mflags = get_map_flags (m, &m, x, y, &x, &y);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505
506 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
510 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before.
512 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514 if (rv.direction != dir)
515 {
516 /* OK - says direction should be different - lets reset the
517 * the values so it will try again.
518 */
519 x = lastx;
520 y = lasty;
521 m = lastmap;
522 dir = firstdir = rv.direction;
523 }
524 else
525 {
526 /* direct path is blocked - try taking a side step to
527 * either the left or right.
528 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting
531 * too big (3 or maybe 4 or higher) as the monster may just try
532 * stepping back and forth
533 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
537 continue; /* already did this, so skip it */
538 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in
540 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance,
543 * gets blocked, finds that it should move north,
544 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully
547 * moved.
548 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap;
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 if (mflags & P_OUT_OF_MAP)
555 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
559 if (mflags & P_BLOCKSVIEW)
560 continue;
561
562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
564 }
565 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path.
567 */
568 if (i == (DETOUR_AMOUNT + 1))
569 return 0;
570 diff--;
571 lastdir = dir;
572 max--;
573 if (!firstdir)
574 firstdir = dir + i;
575 } /* else check alternate directions */
576 } /* if blocked */
577 else
578 {
579 /* we moved towards creature, so diff is less */
580 diff--;
581 max--;
582 lastdir = dir;
583 if (!firstdir)
584 firstdir = dir;
585 }
586 if (diff <= 1)
587 {
588 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance.
590 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593 }
594 if (diff > max)
595 return 0;
596 }
597 /* If we reached the max, didn't find a direction in time */
598 if (!max)
599 return 0;
600
601 return firstdir;
602}
603
604void
605give_initial_items (object *pl, treasurelist * items)
606{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611
612 for (op = pl->inv; op; op = next)
613 {
614 next = op->below;
615
616 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way
618 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620 SET_FLAG (op, FLAG_APPLIED);
621
622 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions
624 */
625 if (pl->type == PLAYER)
626 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628 (op->type == ARMOUR || op->type == BOOTS ||
629 op->type == CLOAK || op->type == HELMET ||
630 op->type == SHIELD || op->type == GLOVES ||
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 {
633 op->destroy ();
634 continue;
635 }
636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
645 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
663 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667
668 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be
670 * merged properly.
671 */
672 if (need_identify (op))
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
679 {
680 op->destroy ();
681 continue;
682 }
683 else if (op->type == SKILL)
684 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0;
687 op->level = 1;
688 }
689 /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */
693
694 /* Need to set up the skill pointers */
695 link_player_skills (pl);
696}
697
698void
699get_name (object *op)
700{
730 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
731 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 779}
734 780
781void
735void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
736 if (party == NULL) { 784 if (party == NULL)
785 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 787 return;
739 } 788 }
740 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 793}
745 794
746 795
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int
748int roll_stat(void) { 798roll_stat (void)
799{
749 int a[4],i,j,k; 800 int a[4], i, j, k;
750 801
751 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
753 804
754 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 806 if (a[i] < k)
756 k=a[i],j=i; 807 k = a[i], j = i;
757 808
758 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 810 {
811 if (i != j)
812 k += a[i];
813 }
762 return k; 814 return k;
763} 815}
764 816
817void
765void roll_stats(object *op) { 818roll_stats (object *op)
819{
766 int sum=0; 820 int sum = 0;
767 int i = 0, j = 0; 821 int i = 0, j = 0;
768 int statsort[7]; 822 int statsort[7];
769 823
824 do
770 do { 825 {
771 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 833 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+ 834 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
782 836
783 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
791 845
792 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
793 do { 848 {
794 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
795 j = statsort[i]; 851 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 853 statsort[i + 1] = j;
798 i = 0; 854 i = 0;
799 } else { 855 }
800 i++; 856 else
801 } 857 {
858 i++;
859 }
860 }
802 } while (i < 6); 861 while (i < 6);
803 862
804 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
811 870
812 871
813 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
820 879
821 op->level=1; 880 op->level = 1;
822 op->stats.exp=0; 881 op->stats.exp = 0;
823 op->stats.ac=0; 882 op->stats.ac = 0;
824 883
825 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
828 887
829 fix_player(op); 888 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
834} 893}
835 894
895void
836void Roll_Again(object *op) 896Roll_Again (object *op)
837{ 897{
838 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 901}
841 902
903void
842void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
843{ 905{
844 signed char tmp; 906 signed char tmp;
845 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
846 908
847 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 911 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,"); 912 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"); 913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
851 return; 914 return;
852 } 915 }
853 916
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
855 918
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 919 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));
858 920
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 922
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 932 op->stats.ac = 0;
871 933
872 op->level=1; 934 op->level = 1;
873 op->stats.exp=0; 935 op->stats.exp = 0;
874 op->stats.ac=0; 936 op->stats.ac = 0;
875 937
876 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
879 941
880 fix_player(op); 942 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
886} 948}
887 949
888 950
889/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats 954 * 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 955 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
895 */ 957 */
958int
896int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
897{ 960{
898 int keynum = key -'0'; 961 int keynum = key - '0';
899 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
901 964
902 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
903 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
904 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 972 }
908 else 973 else
909 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
910 975
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 977 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 } 978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
922 990
923#if 0 991#if 0
924 /* So that enter_exit will put us at startx/starty */ 992 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 993 op->x = -1;
926 994
927 enter_exit(op,NULL); 995 enter_exit (op, NULL);
928#endif 996#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 999 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"); 1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 1003 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 1005 return 0;
937 } 1006 }
938 case 'y': 1007 case 'y':
939 case 'Y': 1008 case 'Y':
940 roll_stats(op); 1009 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1011 return 1;
943 1012
944 case 'q': 1013 case 'q':
945 case 'Q': 1014 case 'Q':
946 play_again(op); 1015 play_again (op);
947 return 1; 1016 return 1;
948 1017
949 default: 1018 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
951 return 0; 1020 return 0;
952 } 1021 }
953 return 0; 1022 return 0;
954} 1023}
955 1024
956/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
960 * not the class. 1029 * not the class.
961 */ 1030 */
962 1031
1032int
963int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
964{ 1034{
965 int tmp_loop; 1035 int tmp_loop;
966 1036
967 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
968 remove_ob(op); 1039 op->remove ();
969 play_again(op); 1040 play_again (op);
970 return 0; 1041 return 0;
971 } 1042 }
972 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
973 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
974 1046
975 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 1049
979 /* Lauwenmark : Here we handle the BORN global event */ 1050 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
981 1053
982 /* Lauwenmark : We then generate a LOGIN event */ 1054 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 1055 INVOKE_PLAYER (LOGIN, op->contr);
1056
984 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
985 1058
986 if (op->msg) { 1059 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 1060 op->msg = NULL;
989 }
990 1061
991 /* We create this now because some of the unique maps will need it 1062 /* We create this now because some of the unique maps will need it
992 * to save here. 1063 * to save here.
993 */ 1064 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 1066 make_path_to_file (buf);
996 1067
997#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
999#endif 1070#endif
1000 start_info(op); 1071 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 1074 link_player_skills (op);
1004 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1005 fix_player(op); 1076 fix_player (op);
1006 1077
1007 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1008 * is one for this race 1079 * is one for this race
1009 */ 1080 */
1010 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1011 object *tmp; 1083 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1015 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 1087 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1022 * default initial map */ 1093 * default initial map */
1023 free_object(tmp); 1094 tmp->destroy ();
1095 }
1024 } else { 1096 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 1098
1099 return 0;
1100 }
1101
1030 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1032 */ 1104 */
1033 1105
1034 tmp_loop = 0; 1106 tmp_loop = 0;
1035 while(!tmp_loop) { 1107 while (!tmp_loop)
1036 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1037 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1038 remove_statbonus(op); 1112 remove_statbonus (op);
1039 remove_ob (op); 1113 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1116 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1118 op->name = op->name_pl = name;
1044 op->name = name; 1119 op->x = x;
1045 free_string(op->name_pl); 1120 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1124 add_statbonus (op);
1054 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1126 }
1127
1058 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 1130 fix_player (op);
1061 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1064 if (op->msg) 1135 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 1139 return 0;
1068} 1140}
1069 1141
1142int
1070int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1071{ 1144{
1072 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1073 1146
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1075 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1151 return 1;
1078 } 1152 }
1079 1153
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1082 terminate_all_pets(op); 1157 terminate_all_pets (op);
1083 leave_map(op); 1158 leave_map (op);
1084 op->direction=0; 1159 op->direction = 0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1086 "%s quits the game.",op->name);
1087 1161
1088 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1163 check_score (op);
1090 op->contr->party=NULL; 1164 op->contr->party = NULL;
1091 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1093 1167
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1095 mapstruct *mp, *next; 1169 {
1170 maptile *mp, *next;
1096 1171
1097 /* We need to hunt for any per player unique maps in memory and 1172 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional, 1173 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */ 1175 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1103 next = mp->next; 1179 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1105 delete_map(mp); 1181 delete_map (mp);
1106 } 1182 }
1107 1183
1108 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1109 } 1185 }
1186
1110 play_again(op); 1187 play_again (op);
1111 return 1; 1188 return 1;
1112} 1189}
1113 1190
1191void
1114void flee_player(object *op) { 1192flee_player (object *op)
1193{
1115 int dir,diff; 1194 int dir, diff;
1116 rv_vector rv; 1195 rv_vector rv;
1117 1196
1118 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1201 return;
1122 } 1202 }
1123 1203
1124 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1208 return;
1128 } 1209 }
1129 1210
1130 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1133 */ 1214 */
1134 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1218 op->enemy = NULL;
1137 return; 1219 return;
1138 } 1220 }
1139 1221
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1141 op->enemy=NULL; 1224 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1226 return;
1144 } 1227 }
1145 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1146 1229
1147 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1232 {
1233 int m = 1 - (RANDOM () & 2);
1234
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return;
1238 }
1239 }
1155 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1242 op->enemy = NULL;
1158} 1243}
1159 1244
1160 1245
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1246/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1247 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1248 * stop.
1164 */ 1249 */
1250int
1165int check_pick(object *op) { 1251check_pick (object *op)
1252{
1166 object *tmp, *next; 1253 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1254 int stop = 0;
1169 int j, k, wvratio; 1255 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1171 1257
1172
1173 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1175 return 1; 1260 return 1;
1176 1261
1177 op_tag = op->count;
1178
1179 next = op->below; 1262 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1263
1183 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1265 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1186 { 1267 {
1187 tmp = next; 1268 tmp = next;
1188 next = tmp->below; 1269 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1270
1192 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1193 return 0; 1272 return 0;
1194 1273
1195 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1196 continue; 1275 continue;
1197 1276
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1278 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1280 pick_up (op, tmp);
1202 continue; 1281 continue;
1203 } 1282 }
1204 1283
1205 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1207 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1288 {
1209 case 1: pick_up (op, tmp); 1289 case 0:
1210 return 1; 1290 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1291 case 1:
1212 return 0; 1292 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1293 return 1;
1214 case 4: pick_up (op, tmp); 1294 case 2:
1215 break; 1295 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1296 return 0;
1217 stop = 1; 1297 case 3:
1218 break; 1298 return 0; /* stop before pickup */
1219 case 6: 1299 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1301 break;
1222 pick_up(op, tmp); 1302 case 5:
1223 break; 1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1224 1310
1225 case 7: 1311 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1313 pick_up (op, tmp);
1228 break; 1314 break;
1229 1315
1230 default: 1316 default:
1231 /* use value density */ 1317 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1320 pick_up (op, tmp);
1235 >= op->contr->mode) 1321 }
1236 pick_up(op,tmp); 1322 }
1237 } 1323 else
1238 } 1324 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1326 if (op->contr->mode & PU_DEBUG)
1242 { 1327 {
1243 /* some debugging code to figure out item information */ 1328 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1329 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1332 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1253 1336
1254 sprintf(putstring,"...flags: "); 1337 sprintf (putstring, "...flags: ");
1255 for(k=0;k<4;k++) 1338 for (k = 0; k < 4; k++)
1256 { 1339 {
1257 for(j=0;j<32;j++) 1340 for (j = 0; j < 32; j++)
1258 { 1341 {
1259 if((tmp->flags[k]>>j)&0x01) 1342 if ((tmp->flags[k] >> j) & 0x01)
1260 { 1343 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1344 sprintf (tmpstr, "%d ", k * 32 + j);
1262 strcat(putstring, tmpstr); 1345 strcat (putstring, tmpstr);
1263 } 1346 }
1264 } 1347 }
1265 } 1348 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1267 1350
1268#if 0 1351#if 0
1269 /* print the flags too */ 1352 /* print the flags too */
1270 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1271 { 1354 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1273 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1274 { 1357 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1277 } 1360 fprintf (stderr, " ");
1361 }
1278 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1279 } 1363 }
1280#endif 1364#endif
1281 } 1365 }
1282 /* philosophy: 1366 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 1367 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 1368 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 1370 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 1371 * example.
1288 * The drawback: right now it has no frontend, so you need to 1372 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 1373 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1291 */ 1375 */
1292 1376
1293 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1296 1380
1297 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1298 1382
1299 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1300 1385
1301 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 1388 * anything up */
1304 1389
1305 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1306 1392
1307 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 1394 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 1395 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1311 1398
1312 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1314 1402
1315 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1317 1406
1318 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1323 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1326 1422
1327 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1330 1429
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1335 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1338 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1341 1451
1342 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1346 1459
1347 /* pick up all magical items */ 1460 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1351 1467
1352 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1353 { 1469 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1356 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1357 1476
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1362 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1363 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1367 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1370 1507
1371 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1375 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1378 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1381 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1384 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1387 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1390 1550
1391 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1395 1558
1396 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1561 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1563 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1404 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1573 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1410 } 1577 continue;
1411 } 1578 }
1579 }
1580 }
1412 1581
1413 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1417 1589
1418 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1591 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1421 { 1593 {
1422 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1428 { 1600 {
1429 pick_up(op, tmp); 1601 pick_up (op, tmp);
1430#if 0 1602#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1433 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1434 } 1607 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1608 else
1609 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1438#endif 1612#endif
1439 continue; 1613 continue;
1440 } 1614 }
1615 }
1616 } /* the new pickup model */
1441 } 1617 }
1442 } /* the new pickup model */ 1618
1443 }
1444 return ! stop; 1619 return !stop;
1445} 1620}
1446 1621
1447/* 1622/*
1448 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1625 * found object is returned.
1451 */ 1626 */
1627object *
1452object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1453{ 1629{
1454 object *tmp = NULL; 1630 object *tmp = NULL;
1455 1631
1456 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1634 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1461 return op; 1636 return op;
1462 return tmp; 1637 return tmp;
1463} 1638}
1464 1639
1465/* 1640/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1642 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1643 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1645 */
1471 1646
1647object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1649{
1474 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1476 1652
1477 if (!type) 1653 if (!type)
1478 return NULL; 1654 return NULL;
1479 1655
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1659 {
1660 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1662 if (i > betterby)
1486 tmp = ntmp; 1663 {
1487 betterby = i; 1664 tmp = ntmp;
1488 } 1665 betterby = i;
1666 }
1667 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1490 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1672 {
1493 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1674 {
1495 return arrow; 1675 *better = 100;
1496 } else { 1676 return arrow;
1497 tmp = arrow; 1677 }
1678 else
1679 {
1680 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1682 }
1500 } else { 1683 }
1684 else
1685 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1502 attacktype = 1<<attacknum; 1688 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1691 {
1692 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1694 }
1508 } 1695 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1697 {
1698 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1700 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1702 {
1703 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1705 }
1706 }
1707 }
1517 } 1708 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1710 return find_arrow (op, type);
1522 1711
1523 *better = betterby; 1712 *better = betterby;
1524 return tmp; 1713 return tmp;
1525} 1714}
1526 1715
1527/* looks in a given direction, finds the first valid target, and calls 1716/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1718 * op = the shooter
1530 * type = bow->race 1719 * type = bow->race
1531 * dir = fire direction 1720 * dir = fire direction
1532 */ 1721 */
1533 1722
1723object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1535{ 1725{
1536 object *tmp = NULL; 1726 object *tmp = NULL;
1537 mapstruct *m; 1727 maptile *m;
1538 int i, mflags, found, number; 1728 int i, mflags, found, number;
1539 sint16 x, y; 1729 sint16 x, y;
1540 1730
1541 if (op->map == NULL) 1731 if (op->map == NULL)
1542 return find_arrow(op, type); 1732 return find_arrow (op, type);
1543 1733
1544 /* do a dex check */ 1734 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1737 return find_arrow (op, type);
1548 1738
1549 m = op->map; 1739 m = op->map;
1550 x = op->x; 1740 x = op->x;
1551 y = op->y; 1741 y = op->y;
1552 1742
1553 /* find the first target */ 1743 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1555 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1559 tmp = NULL; 1751 tmp = NULL;
1560 break; 1752 break;
1753 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1757 * perhaps a bad assumption.
1564 */ 1758 */
1565 tmp = NULL; 1759 tmp = NULL;
1566 break; 1760 break;
1567 } 1761 }
1568 if (mflags & P_IS_ALIVE) { 1762 if (mflags & P_IS_ALIVE)
1763 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1766 {
1572 break; 1767 found++;
1573 } 1768 break;
1769 }
1574 if (found) 1770 if (found)
1575 break; 1771 break;
1576 } 1772 }
1577 } 1773 }
1578 if (tmp == NULL) 1774 if (tmp == NULL)
1579 return find_arrow(op, type); 1775 return find_arrow (op, type);
1580 1776
1581 if (tmp->head) 1777 if (tmp->head)
1582 tmp = tmp->head; 1778 tmp = tmp->head;
1583 1779
1584 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1585} 1781}
1586 1782
1587/* 1783/*
1588 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1788 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1789 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1791 * player fire modes.
1596 */ 1792 */
1793int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1795{
1600 object *left, *bow; 1796 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1797 int bowspeed, mflags;
1603 mapstruct *m; 1798 maptile *m;
1604 1799
1605 if (!dir) { 1800 if (!dir)
1801 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1803 return 0;
1608 } 1804 }
1805
1609 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1611 else { 1808 else
1809 {
1612 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1811 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1812 * don't need to switch back and forth between bows and weapons.
1615 */ 1813 */
1616 if(bow->type==BOW) 1814 if (bow->type == BOW)
1617 break; 1815 break;
1618 1816
1619 if (!bow) { 1817 if (!bow)
1818 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1820 return 0;
1622 } 1821 }
1623 } 1822 }
1823
1624 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1827 return 0;
1627 } 1828 }
1628 1829
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1831
1631 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1634 if (bowspeed < 1) 1836 if (bowspeed < 1)
1635 bowspeed = 1; 1837 bowspeed = 1;
1636 1838
1637 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1639 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1846 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1848 return 0;
1646 } 1849 }
1647 } 1850 }
1851
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1854 return 0;
1651 } 1855
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1859 return 0;
1655 } 1860 }
1656 1861
1657 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1864 {
1865 arrow->destroy ();
1866 return 0;
1867 }
1663 1868
1664 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1874 return 0;
1670 return 0;
1671 } 1875 }
1672 set_owner(arrow, op); 1876
1673 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1675 1879
1676 arrow->direction=dir; 1880 arrow->direction = dir;
1677 arrow->x = sx; 1881 arrow->x = sx;
1678 arrow->y = sy; 1882 arrow->y = sy;
1679 1883
1680 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1887 fix_player (op);
1683 } 1888 }
1684 1889
1685 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1691 1896
1692 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1694 */ 1899 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1700 /* update the speed */ 1903 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1906
1706 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1710 1911
1711 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1917
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1919 }
1920 else
1921 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1923 arrow->level = op->level;
1723 } 1924 }
1925
1724 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1726 if (bow->slaying != NULL) 1929 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1728 1931
1729 arrow->map = m; 1932 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1935
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1937 insert_ob_in_map (arrow, m, op, 0);
1736 1938
1737 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1940 move_arrow (arrow);
1739 1941
1740 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1743 else 1946 else
1744 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1745 } 1948 }
1949
1746 return 1; 1950 return 1;
1747} 1951}
1748 1952
1749/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1954 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1958 * hence the function name.
1755 */ 1959 */
1960int
1756int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1757{ 1962{
1758 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1759 1964
1760 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1966 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1968 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1972 wcmod = -1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1974 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1986
1778 } else { 1987 }
1988 else
1989 {
1779 /* Simple case */ 1990 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1992 }
1782 return ret; 1993 return ret;
1783} 1994}
1784 1995
1785 1996
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1788 */ 1999 */
2000void
1789void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1790{ 2002{
1791 object *item; 2003 object *item;
1792 2004
1793 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 2008 return;
1796 } 2009 }
1797 2010
1798 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2012 if (!item->inv)
2013 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2015 return;
1802 } 2016 }
1803 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1804 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2023 return;
1808 } 2024 }
2025 }
1809 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2031 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2033 else
1815 else 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 2035 return;
1819 } 2036 }
1820 } 2037 }
1821 2038
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1825 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
1826 object *tmp; 2045 {
1827 if (item->arch) { 2046 object *tmp;
2047
2048 if (item->arch)
2049 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1830 item->speed = 0; 2052 item->speed = 0;
1831 update_ob_speed(item); 2053 update_ob_speed (item);
1832 } 2054 }
1833 if ((tmp=is_player_inv(item))) 2055 if ((tmp = is_player_inv (item)))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2057 }
1836 } 2058 }
1837 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1838 drain_rod_charge(item); 2061 drain_rod_charge (item);
1839 } 2062 }
1840 } 2063 }
1841} 2064}
1842 2065
1843/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1844 */ 2067 */
2068void
1845void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1846 int spellcost=0; 2071 int spellcost = 0;
1847 2072
1848 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1850 2076
1851 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1852 case range_none: 2079 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 2080 return;
1889 default: 2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2118 return;
1892 } 2119 }
1893} 2120}
1894 2121
1895 2122
1896 2123
1903 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1906 */ 2133 */
1907 2134
2135object *
1908object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1909{ 2137{
1910 object *tmp,*key; 2138 object *tmp, *key;
1911 2139
1912 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1914 2143
1915 /* First, lets try to find a key in the top level inventory */ 2144 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1918 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1920 */ 2151 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2153 break;
1923 } 2154 }
1924 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 2156 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 2157 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 2158 * a key, return
1928 */ 2159 */
1929 if (!tmp) { 2160 if (!tmp)
2161 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1931 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
2169 }
2170 }
2171 if (!tmp)
2172 return NULL;
1934 } 2173 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 2174 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 2175 * see if we actually want to use it
1940 */ 2176 */
1941 if (pl!=container) { 2177 if (pl != container)
2178 {
1942 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1944 /* cases where this fails: 2182 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2184 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1948 * containers can be used. 2186 * containers can be used.
1949 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1953 * 2191 *
1954 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1955 * all the others. 2193 * all the others.
1956 */ 2194 */
1957 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2198 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2201 return NULL;
1966 } 2202 }
1967 } 2203 }
1968 return tmp; 2204 return tmp;
1969} 2205}
1970 2206
1971/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1974 * 0 otherwise 2210 * 0 otherwise
1975 */ 2211 */
2212static int
1976static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1977{ 2214{
1978 2215
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2216 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 2217 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2218 * otherwise, we fall through to the rest of the code.
1982 */ 2219 */
1983 object *key=find_key(op, op, door); 2220 object *key = find_key (op, op, door);
1984 2221
1985 /* IF we found a key, do some extra work */ 2222 /* IF we found a key, do some extra work */
1986 if (key) { 2223 if (key)
2224 {
1987 object *container=key->env; 2225 object *container = key->env;
1988 2226
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2228 if (action_makes_visible (op))
2229 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2232 if (door->type == DOOR)
2233 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2235 }
1995 else if(door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2237 {
1997 "You open the door with the %s", query_short_name(key)); 2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2239 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2240 }
2000 /* Do this after we print the message */ 2241 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2242 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2243 /* Need to update the weight the container the key was in */
2003 if (container != op) 2244 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2245 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2246 return 1; /* Nothing more to do below */
2247 }
2006 } else if (door->type==LOCKED_DOOR) { 2248 else if (door->type == LOCKED_DOOR)
2249 {
2007 /* Might as well return now - no other way to open this */ 2250 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2252 return 1;
2010 } 2253 }
2011 return 0; 2254 return 0;
2012} 2255}
2013 2256
2014/* This function is just part of a breakup from move_player. 2257/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2258 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2259 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2260 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2261 * going to try and move (not fire weapons).
2019 */ 2262 */
2020 2263
2264void
2021void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2022{ 2266{
2023 object *tmp, *mon, *tpl; 2267 object *tmp, *mon;
2024 sint16 nx, ny; 2268 sint16 nx, ny;
2025 int on_battleground; 2269 int on_battleground;
2026 mapstruct *m; 2270 maptile *m;
2027 2271
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2272 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2273 ny = freearr_y[dir] + op->y;
2032 2274
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2034 2276
2035 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2284 * move_ob uses.
2043 */ 2285 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2291 if (!m)
2048 } 2292 return; /* Don't think this should happen */
2049 else m =tpl->map; 2293 }
2050 2294 else
2295 m = op->map;
2296
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2053 return; 2300 return;
2054 } 2301 }
2055 2302
2056 mon = NULL; 2303 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2307 * on the space
2061 */ 2308 */
2062 while (tmp!=NULL) { 2309 while (tmp != NULL)
2310 {
2063 if (tmp == op) { 2311 if (tmp == op)
2064 tmp=tmp->above; 2312 {
2065 continue; 2313 tmp = tmp->above;
2066 } 2314 continue;
2315 }
2316
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2318 {
2069 break; 2319 mon = tmp;
2070 } 2320 break;
2321 }
2322
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2324 mon = tmp;
2325
2073 tmp=tmp->above; 2326 tmp = tmp->above;
2074 } 2327 }
2075 2328
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2329 if (mon == NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2330 return; /* into a wall */
2078 2331
2079 if(mon->head != NULL) 2332 if (mon->head != NULL)
2080 mon = mon->head; 2333 mon = mon->head;
2081 2334
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2336 if (player_attack_door (op, mon))
2337 return;
2084 2338
2085 /* The following deals with possibly attacking peaceful 2339 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2340 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2341 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2342 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2343 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2344 * and thus will not push them.
2091 */ 2345 */
2092 2346
2093 /* If the creature is a pet, push it even if the player is not 2347 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2348 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2096 */ 2350 */
2097 if ((op->type==PLAYER) 2351 if ((op->type == PLAYER)
2098#if COZY_SERVER 2352#if COZY_SERVER
2099 && 2353 &&
2100 ( 2354 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2356#else
2106 && get_owner(mon)==op 2357 && mon->owner == op
2107#endif 2358#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2360 {
2110 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2362 if (op->contr->braced)
2363 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2365 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2115 return; 2368 return;
2116 } 2369 }
2117 2370
2118 /* in certain circumstances, you shouldn't attack friendly 2371 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2372 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2373 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2374 * attack them either.
2122 */ 2375 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2128#else 2383#else
2129 op->contr->peaceful && 2384 op->contr->peaceful &&
2130#endif 2385#endif
2131 !on_battleground 2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2132 )) { 2389 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2391 (void) push_ob (mon, dir, op);
2136 } else { 2392 }
2393 else
2394 {
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2395 new_draw_info (0, 0, op, "You withhold your attack");
2138 } 2396 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op); 2397 if (op->contr->tmp_invis || op->hide)
2140 } 2398 make_visible (op);
2399 }
2141 2400
2142 /* If the object is a boulder or other rollable object, then 2401 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2402 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2403 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2405 {
2146 recursive_roll(mon,dir,op); 2406 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2407 if (action_makes_visible (op))
2148 } 2408 make_visible (op);
2409 }
2149 2410
2150 /* Any generic living creature. Including things like doors. 2411 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2412 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2413 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2414 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2415 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2416 */
2156 2417
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2420 {
2160 2421
2161 /* If the player hasn't hit something this tick, and does 2422 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2423 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2424 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2425 * incurred a 1 tick offset.
2165 */ 2426 */
2166 if (!op->contr->has_hit) { 2427 if (!op->contr->has_hit)
2428 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2429 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2430
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2432 }
2171 2433
2172 skill_attack(mon, op, 0, NULL, NULL); 2434 skill_attack (mon, op, 0, NULL, NULL);
2173 2435
2174 /* If attacking another player, that player gets automatic 2436 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2437 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2438 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2439 * the wiz.
2178 */ 2440 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2442 {
2181 short luck = mon->stats.luck; 2443 short luck = mon->stats.luck;
2444
2182 mon->contr->has_hit = 1; 2445 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2446 skill_attack (op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck; 2447 mon->stats.luck = luck;
2185 } 2448 }
2186 if(action_makes_visible(op)) make_visible(op); 2449 if (action_makes_visible (op))
2187 } 2450 make_visible (op);
2451 }
2188 } /* if player should attack something */ 2452 } /* if player should attack something */
2189} 2453}
2190 2454
2455int
2191int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2192 int pick; 2458 int pick;
2193 object *transport = op->contr->transport;
2194 2459
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir;
2495 }
2496 else
2497 {
2498 op->direction = 0;
2499 }
2500 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities
2502 * for players.
2503 */
2504 animate_object (op, op->facing);
2505 return 0;
2257} 2506}
2258 2507
2259/* This is similar to handle_player, below, but is only used by the 2508/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2509 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2510 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2511 * the new speed values for commands.
2263 * 2512 *
2264 * Returns true if there are more actions we can do. 2513 * Returns true if there are more actions we can do.
2265 */ 2514 */
2515int
2266int handle_newcs_player(object *op) 2516handle_newcs_player (object *op)
2267{ 2517{
2268 if (op->contr->hidden) { 2518 if (op->contr->hidden)
2519 {
2269 op->invisible = 1000; 2520 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2521 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2522 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2523 * alternate it here for it to work correctly.
2273 */ 2524 */
2274 if (pticks & 2) op->invisible--; 2525 if (pticks & 2)
2526 op->invisible--;
2275 } 2527 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2277 op->invisible--; 2530 op->invisible--;
2278 if(!op->invisible) { 2531 if (!op->invisible)
2532 {
2279 make_visible(op); 2533 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2535 }
2282 } 2536 }
2283 2537
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2285 flee_player(op); 2540 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2541 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2288 op->speed_left--; 2544 op->speed_left--;
2289 return 0; 2545 return 0;
2290 } 2546 }
2291 } 2547 }
2292 2548
2293 /* I've been seeing crashes where the golem has been destroyed, but 2549 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2550 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2551 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2552 * put this in a a workaround to clean up the golem pointer.
2297 */ 2553 */
2298 if (op->contr->ranges[range_golem] && 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2556
2305 /* call this here - we also will call this in do_ericserver, but 2557 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2559 * called, so we recheck it here.
2308 */ 2560 */
2309 HandleClient(&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2310 if (op->speed_left<0) return 0; 2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 } 2563 ;
2564
2565 if (op->speed_left < 0)
2324 return 0; 2566 return 0;
2325}
2326 2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583
2584 return 0;
2585}
2586
2587int
2327int save_life(object *op) { 2588save_life (object *op)
2328 object *tmp; 2589{
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2591 return 0;
2592
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598
2599 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count);
2601
2602 tmp->destroy ();
2603 CLEAR_FLAG (op, FLAG_LIFESAVE);
2604
2605 if (op->stats.hp < 0)
2606 op->stats.hp = op->stats.maxhp;
2607
2608 if (op->stats.food < 0)
2609 op->stats.food = 999;
2610
2611 fix_player (op);
2612 return 1;
2613 }
2614
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 enter_player_savebed (op); /* bring him home. */
2618 return 0;
2355} 2619}
2356 2620
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2621/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2622 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2623 * function will descend into containers. op is the object to start the search
2360 * from. 2624 * from.
2361 */ 2625 */
2626void
2362void remove_unpaid_objects(object *op, object *env) 2627remove_unpaid_objects (object *op, object *env)
2363{ 2628{
2364 object *next; 2629 object *next;
2365 2630
2366 while (op) { 2631 while (op)
2632 {
2367 next=op->below; /* Make sure we have a good value, in case 2633 next = op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2634 * we remove object 'op'
2369 */ 2635 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2637 {
2638 op->remove ();
2372 op->x = env->x; 2639 op->x = env->x;
2373 op->y = env->y; 2640 op->y = env->y;
2374 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2644 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2645 else if (op->inv)
2379 op=next; 2646 remove_unpaid_objects (op->inv, env);
2647
2648 op = next;
2380 } 2649 }
2381} 2650}
2382 2651
2383 2652
2384/* 2653/*
2386 * Moved from apply.c to player.c - player.c is what 2655 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2656 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2657 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2658 * but there isn't one in the server directory.
2390 */ 2659 */
2660char *
2391char *gravestone_text (object *op) 2661gravestone_text (object *op)
2392{ 2662{
2393 static char buf2[MAX_BUF]; 2663 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2664 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2665 time_t now = time (NULL);
2396 2666
2397 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2670 else
2401 sprintf (buf, "%s\n", op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2674 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2676 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2677 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2681 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2682 if (op->type == PLAYER)
2683 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2686 strcat (buf2, buf);
2414 } 2687 }
2688
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2418 return buf2; 2693 return buf2;
2419} 2694}
2420 2695
2421 2696
2422 2697
2698void
2423void do_some_living(object *op) { 2699do_some_living (object *op)
2700{
2424 int last_food=op->stats.food; 2701 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2702 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2703 int over_hp, over_sp, over_grace;
2427 int i; 2704 int i;
2428 int rate_hp = 1200; 2705 int rate_hp = 1200;
2429 int rate_sp = 2500; 2706 int rate_sp = 2500;
2430 int rate_grace = 2000; 2707 int rate_grace = 2000;
2431 const int max_hp = 1; 2708 const int max_hp = 1;
2432 const int max_sp = 1; 2709 const int max_sp = 1;
2433 const int max_grace = 1; 2710 const int max_grace = 1;
2434 2711
2435 if (op->contr->outputs_sync) { 2712 if (op->contr->outputs_sync)
2713 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2716 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2717 }
2441 2718
2442 if(op->contr->state==ST_PLAYING) { 2719 if (op->contr->state == ST_PLAYING)
2720 {
2443 2721
2444 /* these next three if clauses make it possible to SLOW DOWN 2722 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2723 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2724 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2726 else
2727 {
2449 gen_hp = op->stats.maxhp; 2728 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2730 }
2452 if(op->contr->gen_sp >= 0 ) 2731 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2733 else
2734 {
2455 gen_sp = op->stats.maxsp; 2735 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2737 }
2458 if(op->contr->gen_grace >= 0) 2738 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2740 else
2741 {
2461 gen_grace = op->stats.maxgrace; 2742 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2744 }
2464 2745
2465 /* Regenerate Spell Points */ 2746 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2750 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2751 {
2752 op->stats.sp++;
2470 /* dms do not consume food */ 2753 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2755 {
2756 op->stats.food--;
2473 if(op->contr->digestion<0) 2757 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2758 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2760 op->stats.food = last_food;
2761 }
2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2478 } 2787 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2788
2499 /* Regenerate Grace */ 2789 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2791 if (--op->last_grace < 0)
2792 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2793 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2794 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2795 if (max_grace > 1)
2796 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2798 if (over_grace > 0)
2507 op->stats.sp += over_grace 2799 {
2800 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2801 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2802 op->last_grace = 0;
2510 } else { 2803 }
2804 else
2805 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2807 }
2513 } else { 2808 }
2809 else
2810 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2812 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2813 /* wearing stuff doesn't detract from grace generation. */
2517 } 2814 }
2518 2815
2519 /* Regenerate Hit Points */ 2816 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2817 if (--op->last_heal < 0)
2818 {
2521 if(op->stats.hp<op->stats.maxhp) { 2819 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2820 {
2821 op->stats.hp++;
2523 /* dms do not consume food */ 2822 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2824 {
2825 op->stats.food--;
2526 if(op->contr->digestion<0) 2826 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2827 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2829 op->stats.food = last_food;
2830 }
2831 }
2832 if (max_hp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2838 op->last_heal = 0;
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2844 }
2845 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 }
2531 } 2849 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2850
2547 /* Digestion */ 2851 /* Digestion */
2548 if(--op->last_eat<0) { 2852 if (--op->last_eat < 0)
2853 {
2549#ifdef COZY_SERVER 2854#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2857#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2859#endif
2557 2860
2558 if(op->contr->gen_hp > 0) 2861 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2863 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2865 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2866 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2867 op->stats.food--;
2868 }
2565 } 2869 }
2566 2870
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2872 {
2568 object *tmp, *flesh=NULL; 2873 object *tmp, *flesh = NULL;
2569 2874
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 {
2573 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.");
2574 manual_apply(op,tmp,0); 2882 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2883 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2884 break;
2577 } 2885 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2886 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2887 flesh = tmp;
2580 } /* end of for loop */ 2888 } /* End if paid for object */
2889 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2890 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2891 * eat flesh instead.
2583 */ 2892 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2896 manual_apply (op, flesh, 0);
2587 } 2897 }
2588 } /* end if player is starving */ 2898 } /* end if player is starving */
2589 2899
2590 while(op->stats.food<0&&op->stats.hp>0) 2900 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2901 op->stats.food++, op->stats.hp--;
2592 2902
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2594 kill_player(op); 2904 kill_player (op);
2595} 2905}
2596 2906
2597 2907
2598 2908
2599/* If the player should die (lack of hp, food, etc), we call this. 2909/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2910 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2911 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2912 * file.
2603 */ 2913 */
2914void
2604void kill_player(object *op) 2915kill_player (object *op)
2605{ 2916{
2606 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2607 int x,y,i; 2918 int x, y;
2919
2920 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2922
2609 int z; 2923 /* int z;
2610 int num_stats_lose; 2924 int num_stats_lose;
2611 int lost_a_stat; 2925 int lost_a_stat;
2612 int lose_this_stat; 2926 int lose_this_stat;
2613 int this_stat; 2927 int this_stat; */
2614 int will_kill_again; 2928 int will_kill_again;
2615 archetype *at; 2929 archetype *at;
2616 object *tmp; 2930 object *tmp;
2617 2931
2618 if(save_life(op)) 2932 if (save_life (op))
2619 return; 2933 return;
2620 2934
2621 2935
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2937 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2938 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2939 */
2626 if (op_on_battleground(op, &x, &y)) { 2940 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2941 {
2628 "You have been defeated in combat!"); 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2944
2631
2632 /* restore player */ 2945 /* restore player */
2633 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2948 if (tmp)
2636 remove_ob(tmp); 2949 {
2637 free_object(tmp); 2950 tmp->destroy ();
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2952 }
2640 2953
2641 at = find_archetype("confusion"); 2954 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2956 if (tmp)
2644 remove_ob(tmp); 2957 {
2645 free_object(tmp); 2958 tmp->destroy ();
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2960 }
2648 2961
2649 cure_disease(op,0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2964 if (op->stats.food <= 0)
2652 2965 op->stats.food = 999;
2966
2653 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 2969 if (tmp != NULL)
2656 { 2970 {
2657 sprintf(buf,"%s's finger",op->name); 2971 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2972 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2974 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2976 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2977 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2978 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 2980 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 2981 }
2982
2670 /* teleport defeated player to new destination*/ 2983 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2984 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2985 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2986 return;
2987 }
2679 2988
2989 INVOKE_PLAYER (DEATH, op->contr);
2990
2680 command_kill_pets (op, 0); 2991 command_kill_pets (op, 0);
2681 2992
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2993 if (op->stats.food < 0)
2994 {
2685 if (op->contr->explore) { 2995 if (op->contr->explore)
2996 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 2999 op->stats.food = 999;
2689 return; 3000 return;
2690 } 3001 }
2691 sprintf(buf,"%s starved to death.",op->name); 3002 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 3003 strcpy (op->contr->killer, "starvation");
3004 }
3005 else
2693 } 3006 {
2694 else {
2695 if (op->contr->explore) { 3007 if (op->contr->explore)
3008 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 3011 op->stats.hp = op->stats.maxhp;
2699 return; 3012 return;
2700 } 3013 }
2701 sprintf(buf,"%s died.",op->name); 3014 sprintf (buf, "%s died.", &op->name);
2702 } 3015 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3017
2705 /* save the map location for corpse, gravestone*/ 3018 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
2707 3022
2708 3023
2709 if (settings.not_permadeth == TRUE) { 3024 if (settings.not_permadeth == TRUE)
3025 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3026 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 3027 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 3028 * See the config.h file for a little more in depth detail about this.
2713 */ 3029 */
2714 3030
2715 /* Basically two ways to go - remove a stat permanently, or just 3031 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3032 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3033 * of death.
2718 */ 3034 */
2719#ifndef COZY_SERVER 3035#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3036 if (settings.balanced_stat_loss)
3037 {
2721 /* If stat loss is permanent, lose one stat only. */ 3038 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 3039 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 3040 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3041 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3042 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3043 little bit harder. */
2727 /* GD */ 3044 /* GD */
2728 if (settings.stat_loss_on_death) 3045 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3046 num_stats_lose = 1;
2730 else 3047 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3049 }
3050 else
3051 {
2733 num_stats_lose = 1; 3052 num_stats_lose = 1;
2734 } 3053 }
2735 lost_a_stat = 0; 3054 lost_a_stat = 0;
2736 3055
2737 for (z=0; z<num_stats_lose; z++) { 3056 for (z = 0; z < num_stats_lose; z++)
3057 {
2738 i = RANDOM() % NUM_STATS; 3058 i = RANDOM () % NUM_STATS;
2739 3059
2740 if (settings.stat_loss_on_death) { 3060 if (settings.stat_loss_on_death)
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754 3061 {
2755 dep = present_arch_in_ob(deparch,op); 3062 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3063 * what he lost.
2757 dep = arch_to_object(deparch); 3064 */
2758 insert_ob_in_ob(dep, op); 3065 change_attr_value (&(op->stats), i, -1);
2759 } 3066 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3067 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3068 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3070 lost_a_stat = 1;
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 3071 }
2788 if (lose_this_stat) { 3072 else
3073 {
3074 /* deplete a stat */
3075 archetype *deparch = archetype::find ("depletion");
3076 object *dep;
3077
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 {
3081 dep = arch_to_object (deparch);
3082 insert_ob_in_ob (dep, op);
3083 }
3084 lose_this_stat = 1;
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0)
3091 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 3120 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3121 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3122 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 3123 * and should be roughly the same, so it shouldn't make a
2794 * difference. 3124 * difference.
2795 */ 3125 */
2796 if (this_stat>=-50) { 3126 if (this_stat >= -50)
3127 {
2797 change_attr_value(&(dep->stats), i, -1); 3128 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3129 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3131 fix_player (op);
2801 lost_a_stat = 1; 3132 lost_a_stat = 1;
2802 } 3133 }
2803 } 3134 }
2804 } 3135 }
2805 } 3136 }
2806 /* If no stat lost, tell the player. */ 3137 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3138 if (!lost_a_stat)
2808 { 3139 {
2809 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3141 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3142 const char *god = determine_god (op);
3143
2812 if (god && (strcmp(god, "none"))) 3144 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 3146 else
2815 " you.", god); 3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else 3148 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3149#else
2818 " feel a holy presence protecting you."); 3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2819 }
2820#endif 3151#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3152
2824 /* Put a gravestone up where the character 'almost' died. List the 3153 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3154 * exp loss on the stone.
2826 */ 3155 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3156 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3157 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3158 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3159 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3160 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3161 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 3162 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 3163 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3164 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3165
2841 /**************************************/ 3166 /**************************************/
2842 /* */ 3167 /* */
2843 /* Subtract the experience points, */ 3168 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3169 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3170 /* food, and reset HP's... */
2846 /* */ 3171 /* */
2847 /**************************************/ 3172 /**************************************/
2848 3173
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3174 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3175 /* restore player */
2851 at = find_archetype("poisoning"); 3176 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3177 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3178
2854 remove_ob(tmp); 3179 if (tmp)
2855 free_object(tmp); 3180 {
3181 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3183 }
2858 3184
2859 at = find_archetype("confusion"); 3185 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3186 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3187 if (tmp)
2862 remove_ob(tmp); 3188 {
2863 free_object(tmp); 3189 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3191 }
3192
2866 cure_disease(op,0); /* remove any disease */ 3193 cure_disease (op, 0); /* remove any disease */
2867 3194
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3195 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3196 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3197 if (op->stats.food < 100)
3198 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3199 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3202
2875 /* 3203 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 3204 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 3205 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 3206 * in the map.
2879 */ 3207 */
2880 3208
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3209 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3210 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3211
2889 /****************************************/ 3212 /****************************************/
2890 /* */ 3213 /* */
2891 /* Move player to his current respawn- */ 3214 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3215 /* position (usually last savebed) */
2893 /* */ 3216 /* */
2894 /****************************************/ 3217 /****************************************/
2895 3218
2896 enter_player_savebed(op); 3219 enter_player_savebed (op);
2897 3220
2898 /* Save the player before inserting the force to reduce 3221 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3222 * chance of abuse.
2900 */ 3223 */
2901 op->contr->braced=0; 3224 op->contr->braced = 0;
2902 save_player(op,1); 3225 save_player (op, 1);
2903 3226
2904 /* it is possible that the player has blown something up 3227 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3228 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3229 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3230 * on the space that might harm the player.
2908 */ 3231 */
2909 will_kill_again=0; 3232 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 3234 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3235 will_kill_again |= tmp->attacktype;
2913 } 3236
2914 if (will_kill_again) { 3237 if (will_kill_again)
3238 {
2915 object *force; 3239 object *force;
2916 int at; 3240 int at;
2917 3241
2918 force=get_archetype(FORCE_NAME); 3242 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3243 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3244 force->speed = 0.1;
2921 force->speed_left=-5.0; 3245 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3246 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3247 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 3248 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3249 force->resist[at] = 100;
2926 } 3250
2927 insert_ob_in_ob(force, op); 3251 insert_ob_in_ob (force, op);
2928 fix_player(op); 3252 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3253
3254 }
3255
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3257 return;
2940 } /* NOT_PERMADETH */ 3258 } /* NOT_PERMADETH */
2941 else { 3259 else
3260 {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 3262 * should probably be embedded in an else statement.
2944 */ 3263 */
2945 3264
2946 op->contr->party=NULL; 3265 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3266 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3267 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3269 check_score (op);
3270
2951 if(op->contr->ranges[range_golem]!=NULL) { 3271 if (op->contr->ranges[range_golem])
3272 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3273 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3274 op->contr->ranges[range_golem]->destroy ();
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3275 op->contr->ranges[range_golem] = 0;
2956 op->contr->golem_count=0; 3276 }
2957 } 3277
2958 loot_object(op); /* Remove some of the items for good */ 3278 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3279 op->remove ();
2960 op->direction=0; 3280 op->direction = 0;
2961 3281
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
2963 delete_character(op->name,0); 3284 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3285 if (settings.resurrection == TRUE)
3286 {
2965 /* save playerfile sans equipment when player dies 3287 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3288 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3289 ** type spells will work on them nicely
2968 */ 3290 */
2969 delete_character(op->name,0); 3291 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3292 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3293 op->stats.food = 999;
2972 3294
2973 /* set the location of where the person will reappear when */ 3295 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3296 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3298 if (op->map != NULL)
2977 op->map = NULL; 3299 op->map = NULL;
2978 op->x = settings.emergency_x; 3300 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3301 op->y = settings.emergency_y;
2980 save_player(op,0); 3302 save_player (op, 0);
2981 op->map = map; 3303 op->map = map;
2982 /* please see resurrection.c: peterm */ 3304 /* please see resurrection.c: peterm */
2983 dead_player(op); 3305 dead_player (op);
2984 } else { 3306 }
3307 else
2985 delete_character(op->name,1); 3308 delete_character (op->name, 1);
2986 } 3309 }
2987 } 3310
2988 play_again(op); 3311 play_again (op);
2989 3312
2990 /* peterm: added to create a corpse at deathsite. */ 3313 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3315 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3316 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3317 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3318 tmp->x = x;
2997 if (tmp->msg) 3319 tmp->y = y;
2998 free_string(tmp->msg); 3320 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3321 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3322 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3323 }
3003} 3324}
3004 3325
3005 3326
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3327void
3328loot_object (object *op)
3329{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3330 object *tmp, *tmp2, *next;
3008 3331
3009 if (op->container) { /* close open sack first */ 3332 if (op->container)
3333 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3334 esrv_apply_container (op, op->container);
3011 } 3335 }
3012 3336
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3337 for (tmp = op->inv; tmp != NULL; tmp = next)
3338 {
3014 next=tmp->below; 3339 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3340 if (tmp->type == EXPERIENCE || tmp->invisible)
3016 remove_ob(tmp); 3341 continue;
3342 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 3343 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3344 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3345 { /* empty container to ground */
3020 } 3346 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3347 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3349 {
3023 if(tmp->nrof>1) { 3350 if (tmp->nrof > 1)
3351 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3353 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
3355 }
3356 else
3357 tmp->destroy ();
3358 }
3027 } else 3359 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3361 }
3032} 3362}
3033 3363
3034/* 3364/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3365 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3366 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3367 * was changed.
3038 */ 3368 */
3039 3369
3370void
3040void fix_weight(void) { 3371fix_weight (void)
3372{
3041 player *pl; 3373 player *pl;
3374
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378
3044 if(old == sum) 3379 if (old == sum)
3045 continue; 3380 continue;
3046 fix_player(pl->ob); 3381 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3383 }
3050} 3384}
3051 3385
3386void
3052void fix_luck(void) { 3387fix_luck (void)
3388{
3053 player *pl; 3389 player *pl;
3390
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3391 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3392 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3393 change_luck (pl->ob, 0);
3057} 3394}
3058 3395
3059 3396
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3397/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3398 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3399 * just treat this as any other spell casting object.
3063 */ 3400 */
3064 3401
3402void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3403cast_dust (object *op, object *throw_ob, int dir)
3404{
3066 object *skop, *spob; 3405 object *skop, *spob;
3067 3406
3068 skop = find_skill_by_name(op, throw_ob->skill); 3407 skop = find_skill_by_name (op, throw_ob->skill);
3069 3408
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3409 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3410 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3411 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3412 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3413 return;
3074 return;
3075 } 3414 }
3415
3076 spob = throw_ob->inv; 3416 spob = throw_ob->inv;
3417
3418 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3419 // not pass NULL to cast_spell (which did indeed check itself, but
3420 // errors should be reported as early as possible IMHO)
3421 if (!spob)
3422 {
3423 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3424 return;
3425 }
3426
3077 if (op->type==PLAYER && spob) 3427 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3428 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3429
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3431
3432 throw_ob->destroy ();
3433}
3434
3435void
3086void make_visible (object *op) { 3436make_visible (object *op)
3437{
3087 op->hide = 0; 3438 op->hide = 0;
3088 op->invisible = 0; 3439 op->invisible = 0;
3089 if(op->type==PLAYER) { 3440 if (op->type == PLAYER)
3441 {
3090 op->contr->tmp_invis = 0; 3442 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3443 op->contr->invis_race = 0;
3092 } 3444 }
3093 update_object(op,UP_OBJ_FACE); 3445 update_object (op, UP_OBJ_FACE);
3094} 3446}
3095 3447
3448int
3096int is_true_undead(object *op) { 3449is_true_undead (object *op)
3450{
3097 object *tmp=NULL; 3451 object *tmp = NULL;
3098 3452
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1;
3100 3455
3101 if(op->type==PLAYER) 3456 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3105 return 0; 3461 return 0;
3106} 3462}
3107 3463
3108/* look at the surrounding terrain to determine 3464/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3465 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3466 * indicate greater hideability.
3111 */ 3467 */
3112 3468
3469int
3113int hideability(object *ob) { 3470hideability (object *ob)
3471{
3114 int i,level=0, mflag; 3472 int i, level = 0, mflag;
3115 sint16 x,y; 3473 sint16 x, y;
3116 3474
3117 if(!ob||!ob->map) return 0; 3475 if (!ob || !ob->map)
3476 return 0;
3118 3477
3119 /* so, on normal lighted maps, its hard to hide */ 3478 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3479 level = ob->map->darkness - 2;
3121 3480
3122 /* this also picks up whether the object is glowing. 3481 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3482 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3483 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3484 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness));
3126 3486
3127 /* scan through all nearby squares for terrain to hide in */ 3487 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3488 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3489 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3491 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue;
3494 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3496 level += 2;
3133 else /* open terrain! */ 3497 else /* open terrain! */
3134 level -= 1; 3498 level -= 1;
3135 } 3499 }
3136 3500
3137#if 0 3501#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3502 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3503#endif
3140 return level; 3504 return level;
3141} 3505}
3142 3506
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3507/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3508 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3509 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3510 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3511 */
3148 3512
3513void
3149void do_hidden_move (object *op) { 3514do_hidden_move (object *op)
3515{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3517 object *skop;
3152 3518
3153 if(!op || !op->map) return; 3519 if (!op || !op->map)
3520 return;
3154 3521
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3523
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3524 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3525 if (op->type == PLAYER && op->contr->run_on)
3526 {
3159 if(!skop || num >= skop->level) { 3527 if (!skop || num >= skop->level)
3528 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3530 make_visible (op);
3162 return; 3531 return;
3163 } else num += 20; 3532 }
3533 else
3534 num += 20;
3164 } 3535 }
3165 num += op->map->difficulty; 3536 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3537 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3538 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 {
3169 make_visible(op); 3541 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3542 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3544 }
3173 else if (op->type == PLAYER && skop) { 3545 else if (op->type == PLAYER && skop)
3546 {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 } 3548 }
3176} 3549}
3177 3550
3178/* determine if who is standing near a hostile creature. */ 3551/* determine if who is standing near a hostile creature. */
3179 3552
3553int
3180int stand_near_hostile( object *who ) { 3554stand_near_hostile (object *who)
3555{
3181 object *tmp=NULL; 3556 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3558 maptile *m;
3184 sint16 x,y; 3559 sint16 x, y;
3185 3560
3186 if(!who) return 0; 3561 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3562 return 0;
3563
3564 if (who->type == PLAYER)
3565 player = 1;
3566
3567 else
3568 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3569
3570 /* search adjacent squares */
3571 for (i = 1; i < 9; i++)
3572 {
3573 x = who->x + freearr_x[i];
3574 y = who->y + freearr_y[i];
3575 m = who->map;
3576 mflags = get_map_flags (m, &m, x, y, &x, &y);
3577 /* space must be blocked if there is a monster. If not
3578 * blocked, don't need to check this space.
3579 */
3580 if (mflags & P_OUT_OF_MAP)
3581 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue;
3584
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3586 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1;
3589 else if (tmp->type == PLAYER)
3590 {
3591 /*don't let a hidden DM prevent you from hiding */
3592 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3593 return 1;
3594 }
3595 }
3596 }
3597 return 0;
3216} 3598}
3217 3599
3218/* check the player los field for viewability of the 3600/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3601 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3602 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3609 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3610 * -b.t.
3229 * This function is now map tiling safe. 3611 * This function is now map tiling safe.
3230 */ 3612 */
3231 3613
3614int
3232int player_can_view (object *pl,object *op) { 3615player_can_view (object *pl, object *op)
3616{
3233 rv_vector rv; 3617 rv_vector rv;
3234 int dx,dy; 3618 int dx, dy;
3235 3619
3236 if(pl->type!=PLAYER) { 3620 if (pl->type != PLAYER)
3621 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3622 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3623 return -1;
3263 op = op->more;
3264 } 3624 }
3625 if (!pl || !op)
3265 return 0; 3626 return 0;
3627
3628 if (op->head)
3629 {
3630 op = op->head;
3631 }
3632 get_rangevector (pl, op, &rv, 0x1);
3633
3634 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any
3636 * part that is in the los array but isnt on
3637 * a blocked los square.
3638 * we use the archetype to figure out offsets.
3639 */
3640 while (op)
3641 {
3642 dx = rv.distance_x + op->arch->clone.x;
3643 dy = rv.distance_y + op->arch->clone.y;
3644
3645 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values.
3648 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3652 return 1;
3653 op = op->more;
3654 }
3655 return 0;
3266} 3656}
3267 3657
3268/* routine for both players and monsters. We call this when 3658/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3659 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3660 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3661 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3662 * return 0.
3273 */ 3663 */
3664int
3274int action_makes_visible (object *op) { 3665action_makes_visible (object *op)
3666{
3275 3667
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3671 return 0;
3279 3672
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3281 3675
3282 /* If monsters, they should become visible */ 3676 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3680 return 1;
3286 } 3681 }
3287 } 3682 }
3288 return 0; 3683 return 0;
3289} 3684}
3290 3685
3291/* op_on_battleground - checks if the given object op (usually 3686/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3687 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3688 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3689 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3690 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3691 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3692 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3693 */
3694int
3299int op_on_battleground (object *op, int *x, int *y) { 3695op_on_battleground (object *op, int *x, int *y)
3696{
3300 object *tmp; 3697 object *tmp;
3301 3698
3302 /* A battleground-tile needs the following attributes to be valid: 3699 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3702 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3703 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3704 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3706 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3711 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3712 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 {
3315 object *invtmp; 3715 object *invtmp;
3716
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3718 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3721 if (x != NULL && y != NULL)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3723 return 1;
3724 }
3725 }
3726 }
3319 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3729 return 1;
3322 } 3730 }
3323 } 3731 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3732 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3733 /* If we got here, did not find a battleground */
3332 return 0; 3734 return 0;
3333} 3735}
3334 3736
3335/* 3737/*
3339 * attributes: 3741 * attributes:
3340 * object *who the dragon player 3742 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3743 * int atnr the attack-number of the ability focus
3342 * int level ability level 3744 * int level ability level
3343 */ 3745 */
3746void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3747dragon_ability_gain (object *who, int atnr, int level)
3748{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3749 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3750 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3751 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3752 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3753 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3754 int i = 0, j = 0;
3351 3755
3352 /* get the appropriate treasurelist */ 3756 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3757 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3758 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3759 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3760 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3761 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3762 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3763 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3764 trlist = find_treasurelist ("dragon_ability_poison");
3361 3765
3362 if (trlist == NULL || who->type != PLAYER) 3766 if (trlist == NULL || who->type != PLAYER)
3363 return; 3767 return;
3364 3768
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3770
3367
3368 if (tr == NULL || tr->item == NULL) { 3771 if (tr == NULL || tr->item == NULL)
3772 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3774 return;
3371 } 3775 }
3372 3776
3373 /* everything seems okay - now bring on the gift: */ 3777 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3778 item = &(tr->item->clone);
3375 3779
3376 if (item->type == SPELL) { 3780 if (item->type == SPELL)
3781 {
3377 if (check_spell_known (who, item->name)) 3782 if (check_spell_known (who, item->name))
3378 return; 3783 return;
3379 3784
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3785 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3786 do_learn_spell (who, item, 0);
3382 return; 3787 return;
3383 } 3788 }
3384 3789
3385 /* grant direct spell */ 3790 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3791 if (item->type == SPELLBOOK)
3792 {
3387 if (!item->inv) { 3793 if (!item->inv)
3794 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3795 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3796 return;
3391 } 3797 }
3392 if (check_spell_known (who, item->inv->name)) 3798 if (check_spell_known (who, item->inv->name))
3393 return; 3799 return;
3394 if (item->invisible) { 3800 if (item->invisible)
3801 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3802 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3803 do_learn_spell (who, item->inv, 0);
3397 return; 3804 return;
3398 } 3805 }
3399 } 3806 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3807 else if (item->type == SKILL_TOOL && item->invisible)
3808 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3809 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3810 {
3402 3811
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3812 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3813 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3814 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3815 * but not all of them, he gets nothing.
3407 */ 3816 */
3408 if (!(skop->attacktype & item->attacktype)) { 3817 if (!(skop->attacktype & item->attacktype))
3818 {
3409 /* Give new attacktype */ 3819 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3820 skop->attacktype |= item->attacktype;
3411 3821
3412 /* always add physical if there's none */ 3822 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3823 skop->attacktype |= AT_PHYSICAL;
3414 3824
3415 if (item->msg != NULL) 3825 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3826 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3827
3418 /* Give player new face */ 3828 /* Give player new face */
3419 if (item->animation_id) { 3829 if (item->animation_id)
3830 {
3420 who->face = skop->face; 3831 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3832 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3833 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3834 who->last_anim = 0;
3424 who->state = 0; 3835 who->state = 0;
3425 animate_object(who, who->direction); 3836 animate_object (who, who->direction);
3426 } 3837 }
3838 }
3839 }
3427 } 3840 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3841 else if (item->type == FORCE)
3842 {
3431 /* forces in the treasurelist can alter the player's stats */ 3843 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3844 object *skin;
3845
3433 /* first get the dragon skin force */ 3846 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3435 skin=skin->below); 3848 if (skin == NULL)
3436 if (skin == NULL) return; 3849 return;
3437 3850
3438 /* adding new spellpath attunements */ 3851 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3854 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3855
3442 /* print message */ 3856 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3857 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3858 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3859 {
3446 if (j) 3860 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3861 {
3448 else 3862 if (j)
3449 j = 1; 3863 strcat (buf, " and ");
3864 else
3865 j = 1;
3450 strcat(buf, spellpathnames[i]); 3866 strcat (buf, spellpathnames[i]);
3451 } 3867 }
3452 } 3868 }
3453 strcat(buf,"."); 3869 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3871 }
3456 3872
3457 /* evtl. adding flags: */ 3873 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3874 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3875 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3876 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3877 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3879 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3880
3465 /* print message if there is one */ 3881 /* print message if there is one */
3466 if (item->msg != NULL) 3882 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884 }
3885 else
3468 } 3886 {
3469 else {
3470 /* generate misc. treasure */ 3887 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3888 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3889 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3890 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3891 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3892 esrv_send_item (who, tmp);
3476 } 3893 }
3477} 3894}
3478 3895
3479/** 3896/**
3480 * Unready an object for a player. This function does nothing if the object was 3897 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3898 * not readied.
3482 */ 3899 */
3900void
3483void player_unready_range_ob(player *pl, object *ob) { 3901player_unready_range_ob (player *pl, object *ob)
3902{
3484 rangetype i; 3903 rangetype i;
3485 3904
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3906 {
3487 if (pl->ranges[i] == ob) { 3907 if (pl->ranges[i] == ob)
3908 {
3488 pl->ranges[i] = NULL; 3909 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) { 3910 if (pl->shoottype == i)
3911 {
3490 pl->shoottype = range_none; 3912 pl->shoottype = range_none;
3491 } 3913 }
3492 } 3914 }
3493 } 3915 }
3494} 3916}

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