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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 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 1.5 2006/08/26 08:44:06 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
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 (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
234 224
235 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 226 * we deal with that below this point.
237 */ 227 */
238 p->party=NULL; 228 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 232 p->Swap_First = -1;
243 233
244#ifdef AUTOSAVE 234#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
246#endif 236#endif
247 237
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 239
250 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 241 p->ob = op;
252 op->speed_left=0.5; 242 op->speed_left = 0.5;
253 op->speed=1.0; 243 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 245 op->stats.wc = 2;
256 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
257 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 */
258
259 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
260 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
261 clear_los(op); 255 clear_los (op);
262 256
263 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
264 p->last_speed= -1; 258 p->last_speed = -1;
265 p->shoottype=range_none; 259 p->shoottype = range_none;
266 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 261 p->petmode = pet_normal;
268 p->listening=10; 262 p->listening = 10;
269 p->usekeys=containers; 263 p->usekeys = containers;
270 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 266 p->do_los = 1;
273 p->explore=0; 267 p->explore = 0;
274 p->no_shout=0; /* default can shout */
275 268
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
279 271
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 273
282 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
285 * at zero. 277 * at zero.
286 */ 278 */
287 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
288 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
290 } 283 }
284
291 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
293 } 287
294 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
296 290
297 p->socket.update_look=0; 291 p->socket->update_look = 0;
298 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
299 return p; 294 return p;
300} 295}
301
302 296
303/* 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
304static void set_first_map(object *op) 299set_first_map (object *op)
305{ 300{
306 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 302 op->x = -1;
308 op->y = -1; 303 op->y = -1;
309 enter_exit(op, NULL); 304 enter_exit (op, 0);
310} 305}
311 306
312/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
314 * mode. 309 * mode.
315 */ 310 */
316 311
317int add_player(NewSocket *ns) { 312int
318 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
319 316
320 p=get_player(NULL);
321 p->socket = *ns; 317 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 319
324 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 322
327 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
328 * on the uncoming socket. 324
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 325 set_first_map (p->ob);
332 326
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
335 send_rules(p->ob); 329 send_rules (p->ob);
336 send_news(p->ob); 330 send_news (p->ob);
337 display_motd(p->ob); 331 display_motd (p->ob);
338 get_name(p->ob); 332 get_name (p->ob);
333
339 return 0; 334 return 0;
340} 335}
341 336
342/* 337/*
343 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
346 */ 341 */
342archetype *
347archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
348{ 344{
349 archetype *start = at; 345 archetype *start = at;
346
350 for (;;) { 347 for (;;)
348 {
351 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
352 at=first_archetype; 350 at = first_archetype;
353 else 351 else
354 at=at->next; 352 at = at->next;
353
355 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
356 return at; 355 return at;
356
357 if (at == start) { 357 if (at == start)
358 {
358 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 360 exit (-1);
360 } 361 }
361 } 362 }
362} 363}
363 364
364 365object *
365object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
366 object *op = NULL; 368 object *op = NULL;
367 player *pl = NULL; 369 player *pl = NULL;
368 objectlink *ol; 370 objectlink *ol;
369 unsigned lastdist; 371 unsigned lastdist;
370 rv_vector rv; 372 rv_vector rv;
371 373
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
377 */ 380 */
378 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 {
379 object *tmp=ol->ob; 383 object *tmp = ol->ob;
380 384
381 /* 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
382 * itself will have been cleared. 386 * itself will have been cleared.
383 */ 387 */
384 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");
385 ol = ol->next; 389 ol = ol->next;
386 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
387 if (!ol) return op; 391 if (!ol)
388 } 392 return op;
393 }
389 394
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 397 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 398 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
396 */ 401 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 403 continue;
399 404
400 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
401 op=ol->ob; 407 op = ol->ob;
402 lastdist=rv.distance; 408 lastdist = rv.distance;
403 } 409 }
404 } 410 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
407 415
408 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
409 op=pl->ob; 417 {
410 lastdist=rv.distance; 418 op = pl->ob;
411 } 419 lastdist = rv.distance;
412 } 420 }
421 }
413 } 422 }
414#if 0 423#if 0
415 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)");
416#endif 425#endif
417 return op; 426 return op;
418} 427}
419 428
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 468 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 469 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 470 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 471 * is blocking itself.
463 */ 472 */
473int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
465 rv_vector rv; 476 rv_vector rv;
466 sint16 x,y; 477 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
469 480
470 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
471 482
472 if (rv.distance<mindiff) return 0; 483 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 484 return 0;
725}
726 485
727void 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];
728 502
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{
729 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';
730 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
731 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:");
732} 779}
733 780
781void
734void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
735 if (party == NULL) { 784 if (party == NULL)
785 {
736 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);
737 return; 787 return;
738 } 788 }
739 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
742 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:");
743} 793}
744 794
745 795
746/* 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
747int roll_stat(void) { 798roll_stat (void)
799{
748 int a[4],i,j,k; 800 int a[4], i, j, k;
749 801
750 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
752 804
753 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 806 if (a[i] < k)
755 k=a[i],j=i; 807 k = a[i], j = i;
756 808
757 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 810 {
811 if (i != j)
812 k += a[i];
813 }
761 return k; 814 return k;
762} 815}
763 816
817void
764void roll_stats(object *op) { 818roll_stats (object *op)
819{
765 int sum=0; 820 int sum = 0;
766 int i = 0, j = 0; 821 int i = 0, j = 0;
767 int statsort[7]; 822 int statsort[7];
768 823
824 do
769 do { 825 {
770 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
777 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;
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 834 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
781 836
782 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
790 845
791 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
792 do { 848 {
793 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
794 j = statsort[i]; 851 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 853 statsort[i + 1] = j;
797 i = 0; 854 i = 0;
798 } else { 855 }
799 i++; 856 else
800 } 857 {
858 i++;
859 }
860 }
801 } while (i < 6); 861 while (i < 6);
802 862
803 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
810 870
811 871
812 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
819 879
820 op->level=1; 880 op->level = 1;
821 op->stats.exp=0; 881 op->stats.exp = 0;
822 op->stats.ac=0; 882 op->stats.ac = 0;
823 883
824 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
827 887
828 fix_player(op); 888 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
833} 893}
834 894
895void
835void Roll_Again(object *op) 896Roll_Again (object *op)
836{ 897{
837 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 901}
840 902
903void
841void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
842{ 905{
843 signed char tmp; 906 signed char tmp;
844 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
845 908
846 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
847 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?!?!!!");
848 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,");
849 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");
850 return; 914 return;
851 } 915 }
852 916
853 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);
854 918
855 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));
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 920
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 922
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 932 op->stats.ac = 0;
870 933
871 op->level=1; 934 op->level = 1;
872 op->stats.exp=0; 935 op->stats.exp = 0;
873 op->stats.ac=0; 936 op->stats.ac = 0;
874 937
875 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
878 941
879 fix_player(op); 942 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
885} 948}
886 949
887 950
888/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
891 * 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
892 * 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
893 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
894 */ 957 */
958int
895int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
896{ 960{
897 int keynum = key -'0'; 961 int keynum = key - '0';
898 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
899 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 };
900 964
901 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
902 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
903 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 972 }
907 else 973 else
908 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
909 975
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 977 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 } 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 }
921 990
922#if 0 991#if 0
923 /* So that enter_exit will put us at startx/starty */ 992 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 993 op->x = -1;
925 994
926 enter_exit(op,NULL); 995 enter_exit (op, NULL);
927#endif 996#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 999 add_statbonus (op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 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");
932 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1003 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1005 return 0;
936 } 1006 }
937 case 'y': 1007 case 'y':
938 case 'Y': 1008 case 'Y':
939 roll_stats(op); 1009 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1011 return 1;
942 1012
943 case 'q': 1013 case 'q':
944 case 'Q': 1014 case 'Q':
945 play_again(op); 1015 play_again (op);
946 return 1; 1016 return 1;
947 1017
948 default: 1018 default:
949 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?");
950 return 0; 1020 return 0;
951 } 1021 }
952 return 0; 1022 return 0;
953} 1023}
954 1024
955/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
959 * not the class. 1029 * not the class.
960 */ 1030 */
961 1031
1032int
962int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
963{ 1034{
964 int tmp_loop; 1035 int tmp_loop;
965 1036
966 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
967 remove_ob(op); 1039 op->remove ();
968 play_again(op); 1040 play_again (op);
969 return 0; 1041 return 0;
970 } 1042 }
971 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
972 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
973 1046
974 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
978 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
980 1056
981 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
982 1058
983 if (op->msg) { 1059 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1060 op->msg = NULL;
986 }
987 1061
988 /* 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
989 * to save here. 1063 * to save here.
990 */ 1064 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1066 make_path_to_file (buf);
993 1067
994#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
996#endif 1070#endif
997 start_info(op); 1071 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1074 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1002 fix_player(op); 1076 fix_player (op);
1003 1077
1004 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1005 * is one for this race 1079 * is one for this race
1006 */ 1080 */
1007 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1008 object *tmp; 1083 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1012 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1087 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1017 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;
1018 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1019 * default initial map */ 1093 * default initial map */
1020 free_object(tmp); 1094 tmp->destroy ();
1095 }
1021 } else { 1096 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 1098
1099 return 0;
1100 }
1101
1027 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1029 */ 1104 */
1030 1105
1031 tmp_loop = 0; 1106 tmp_loop = 0;
1032 while(!tmp_loop) { 1107 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1034 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1035 remove_statbonus(op); 1112 remove_statbonus (op);
1036 remove_ob (op); 1113 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1116 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1118 op->name = op->name_pl = name;
1041 op->name = name; 1119 op->x = x;
1042 free_string(op->name_pl); 1120 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1124 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1126 }
1127
1055 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1130 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1061 if (op->msg) 1135 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1063 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");
1064 return 0; 1139 return 0;
1065} 1140}
1066 1141
1142int
1067int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1068{ 1144{
1069 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1070 1146
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1072 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1151 return 1;
1075 } 1152 }
1076 1153
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1079 1156
1080 terminate_all_pets(op); 1157 terminate_all_pets (op);
1081 leave_map(op); 1158 leave_map (op);
1082 op->direction=0; 1159 op->direction = 0;
1083 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);
1084 "%s quits the game.",op->name);
1085 1161
1086 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1163 check_score (op);
1088 op->contr->party=NULL; 1164 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1091 1167
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1169 {
1170 maptile *mp, *next;
1094 1171
1095 /* 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
1096 * 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,
1097 * 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
1098 */ 1175 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1101 next = mp->next; 1179 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1181 delete_map (mp);
1104 } 1182 }
1105 1183
1106 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1107 } 1185 }
1186
1108 play_again(op); 1187 play_again (op);
1109 return 1; 1188 return 1;
1110} 1189}
1111 1190
1191void
1112void flee_player(object *op) { 1192flee_player (object *op)
1193{
1113 int dir,diff; 1194 int dir, diff;
1114 rv_vector rv; 1195 rv_vector rv;
1115 1196
1116 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1201 return;
1120 } 1202 }
1121 1203
1122 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1208 return;
1126 } 1209 }
1127 1210
1128 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1131 */ 1214 */
1132 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1218 op->enemy = NULL;
1135 return; 1219 return;
1136 } 1220 }
1137 1221
1138 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 {
1139 op->enemy=NULL; 1224 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1226 return;
1142 } 1227 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1144 1229
1145 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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 }
1153 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1242 op->enemy = NULL;
1156} 1243}
1157 1244
1158 1245
1159/* 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.
1160 * 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
1161 * stop. 1248 * stop.
1162 */ 1249 */
1250int
1163int check_pick(object *op) { 1251check_pick (object *op)
1252{
1164 object *tmp, *next; 1253 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1254 int stop = 0;
1167 int j, k, wvratio; 1255 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1169 1257
1170
1171 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1173 return 1; 1260 return 1;
1174 1261
1175 op_tag = op->count;
1176
1177 next = op->below; 1262 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1263
1181 /* 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
1182 * destroyed */ 1265 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1184 { 1267 {
1185 tmp = next; 1268 tmp = next;
1186 next = tmp->below; 1269 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1270
1190 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1191 return 0; 1272 return 0;
1192 1273
1193 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1194 continue; 1275 continue;
1195 1276
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1278 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1280 pick_up (op, tmp);
1200 continue; 1281 continue;
1201 } 1282 }
1202 1283
1203 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1205 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1288 {
1207 case 1: pick_up (op, tmp); 1289 case 0:
1208 return 1; 1290 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1291 case 1:
1210 return 0; 1292 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1293 return 1;
1212 case 4: pick_up (op, tmp); 1294 case 2:
1213 break; 1295 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1296 return 0;
1215 stop = 1; 1297 case 3:
1216 break; 1298 return 0; /* stop before pickup */
1217 case 6: 1299 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1301 break;
1220 pick_up(op, tmp); 1302 case 5:
1221 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;
1222 1310
1223 case 7: 1311 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1313 pick_up (op, tmp);
1226 break; 1314 break;
1227 1315
1228 default: 1316 default:
1229 /* use value density */ 1317 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1320 pick_up (op, tmp);
1233 >= op->contr->mode) 1321 }
1234 pick_up(op,tmp); 1322 }
1235 } 1323 else
1236 } 1324 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1326 if (op->contr->mode & PU_DEBUG)
1240 { 1327 {
1241 /* some debugging code to figure out item information */ 1328 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1329 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1332 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1336
1252 sprintf(putstring,"...flags: "); 1337 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1338 for (k = 0; k < 4; k++)
1254 { 1339 {
1255 for(j=0;j<32;j++) 1340 for (j = 0; j < 32; j++)
1256 { 1341 {
1257 if((tmp->flags[k]>>j)&0x01) 1342 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1343 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1344 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1345 strcat (putstring, tmpstr);
1261 } 1346 }
1262 } 1347 }
1263 } 1348 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1350
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 /* print the flags too */
1268 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1272 { 1357 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1275 } 1360 fprintf (stderr, " ");
1361 }
1276 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1363 }
1278#endif 1364#endif
1279 } 1365 }
1280 /* philosophy: 1366 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 1368 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1284 * 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
1285 * example. 1371 * example.
1286 * 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
1287 * 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
1288 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1289 */ 1375 */
1290 1376
1291 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1294 1380
1295 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1296 1382
1297 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1298 1385
1299 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1388 * anything up */
1302 1389
1303 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1304 1392
1305 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1306 /* 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
1307 * fighting */ 1395 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1309 1398
1310 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1312 1402
1313 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1314 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;
1315 1406
1316 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1321 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1322 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)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1324 1422
1325 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1328 1429
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1333 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1336 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1339 1451
1340 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1344 1459
1345 /* pick up all magical items */ 1460 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1347 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))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1349 1467
1350 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1351 { 1469 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1354 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1355 1476
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1360 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
1361 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1365 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1368 1507
1369 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1373 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1376 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1379 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1382 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1385 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1388 1550
1389 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1393 1558
1394 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1561 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1563 {
1399 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 &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1402 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1573 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1408 } 1577 continue;
1409 } 1578 }
1579 }
1580 }
1410 1581
1411 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1415 1589
1416 /* 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
1417 * pickups */ 1591 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1419 { 1593 {
1420 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 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)
1426 { 1600 {
1427 pick_up(op, tmp); 1601 pick_up (op, tmp);
1428#if 0 1602#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1431 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1432 } 1607 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1608 else
1609 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1435 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))));
1436#endif 1612#endif
1437 continue; 1613 continue;
1438 } 1614 }
1615 }
1616 } /* the new pickup model */
1439 } 1617 }
1440 } /* the new pickup model */ 1618
1441 }
1442 return ! stop; 1619 return !stop;
1443} 1620}
1444 1621
1445/* 1622/*
1446 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1625 * found object is returned.
1449 */ 1626 */
1627object *
1450object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1451{ 1629{
1452 object *tmp = NULL; 1630 object *tmp = NULL;
1453 1631
1454 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1634 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1459 return op; 1636 return op;
1460 return tmp; 1637 return tmp;
1461} 1638}
1462 1639
1463/* 1640/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1645 */
1469 1646
1647object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1649{
1472 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1474 1652
1475 if (!type) 1653 if (!type)
1476 return NULL; 1654 return NULL;
1477 1655
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1659 {
1660 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1662 if (i > betterby)
1484 tmp = ntmp; 1663 {
1485 betterby = i; 1664 tmp = ntmp;
1486 } 1665 betterby = i;
1666 }
1667 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1488 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1672 {
1491 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1674 {
1493 return arrow; 1675 *better = 100;
1494 } else { 1676 return arrow;
1495 tmp = arrow; 1677 }
1678 else
1679 {
1680 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1682 }
1498 } else { 1683 }
1684 else
1685 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1500 attacktype = 1<<attacknum; 1688 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1691 {
1692 tmp = arrow;
1504 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;
1505 } 1694 }
1506 } 1695 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1697 {
1698 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1700 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1702 {
1703 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1705 }
1706 }
1707 }
1515 } 1708 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1710 return find_arrow (op, type);
1520 1711
1521 *better = betterby; 1712 *better = betterby;
1522 return tmp; 1713 return tmp;
1523} 1714}
1524 1715
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1718 * op = the shooter
1528 * type = bow->race 1719 * type = bow->race
1529 * dir = fire direction 1720 * dir = fire direction
1530 */ 1721 */
1531 1722
1723object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1533{ 1725{
1534 object *tmp = NULL; 1726 object *tmp = NULL;
1535 mapstruct *m; 1727 maptile *m;
1536 int i, mflags, found, number; 1728 int i, mflags, found, number;
1537 sint16 x, y; 1729 sint16 x, y;
1538 1730
1539 if (op->map == NULL) 1731 if (op->map == NULL)
1540 return find_arrow(op, type); 1732 return find_arrow (op, type);
1541 1733
1542 /* do a dex check */ 1734 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1737 return find_arrow (op, type);
1546 1738
1547 m = op->map; 1739 m = op->map;
1548 x = op->x; 1740 x = op->x;
1549 y = op->y; 1741 y = op->y;
1550 1742
1551 /* find the first target */ 1743 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1553 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1557 tmp = NULL; 1751 tmp = NULL;
1558 break; 1752 break;
1753 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1757 * perhaps a bad assumption.
1562 */ 1758 */
1563 tmp = NULL; 1759 tmp = NULL;
1564 break; 1760 break;
1565 } 1761 }
1566 if (mflags & P_IS_ALIVE) { 1762 if (mflags & P_IS_ALIVE)
1763 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1766 {
1570 break; 1767 found++;
1571 } 1768 break;
1769 }
1572 if (found) 1770 if (found)
1573 break; 1771 break;
1574 } 1772 }
1575 } 1773 }
1576 if (tmp == NULL) 1774 if (tmp == NULL)
1577 return find_arrow(op, type); 1775 return find_arrow (op, type);
1578 1776
1579 if (tmp->head) 1777 if (tmp->head)
1580 tmp = tmp->head; 1778 tmp = tmp->head;
1581 1779
1582 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1583} 1781}
1584 1782
1585/* 1783/*
1586 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1788 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1791 * player fire modes.
1594 */ 1792 */
1793int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1795{
1598 object *left, *bow; 1796 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1797 int bowspeed, mflags;
1601 mapstruct *m; 1798 maptile *m;
1602 1799
1603 if (!dir) { 1800 if (!dir)
1801 {
1604 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!");
1605 return 0; 1803 return 0;
1606 } 1804 }
1805
1607 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1609 else { 1808 else
1809 {
1610 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1813 */
1614 if(bow->type==BOW) 1814 if (bow->type == BOW)
1615 break; 1815 break;
1616 1816
1617 if (!bow) { 1817 if (!bow)
1818 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1820 return 0;
1620 } 1821 }
1621 } 1822 }
1823
1622 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1623 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);
1624 return 0; 1827 return 0;
1625 } 1828 }
1626 1829
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1831
1629 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1632 if (bowspeed < 1) 1836 if (bowspeed < 1)
1633 bowspeed = 1; 1837 bowspeed = 1;
1634 1838
1635 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1637 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1846 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1848 return 0;
1644 } 1849 }
1645 } 1850 }
1851
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1854 return 0;
1649 } 1855
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1651 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.");
1652 return 0; 1859 return 0;
1653 } 1860 }
1654 1861
1655 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1864 {
1865 arrow->destroy ();
1866 return 0;
1867 }
1661 1868
1662 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1666 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);
1667 bow->race); 1874 return 0;
1668 return 0;
1669 } 1875 }
1670 set_owner(arrow, op); 1876
1671 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1673 1879
1674 arrow->direction=dir; 1880 arrow->direction = dir;
1675 arrow->x = sx; 1881 arrow->x = sx;
1676 arrow->y = sy; 1882 arrow->y = sy;
1677 1883
1678 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1887 fix_player (op);
1681 } 1888 }
1682 1889
1683 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1689 1896
1690 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1899 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1903 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1906
1704 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1708 1911
1709 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1917
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1919 }
1920 else
1921 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1923 arrow->level = op->level;
1721 } 1924 }
1925
1722 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1724 if (bow->slaying != NULL) 1929 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1726 1931
1727 arrow->map = m; 1932 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1935
1731 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);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1937 insert_ob_in_map (arrow, m, op, 0);
1734 1938
1735 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1940 move_arrow (arrow);
1737 1941
1738 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1741 else 1946 else
1742 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1743 } 1948 }
1949
1744 return 1; 1950 return 1;
1745} 1951}
1746 1952
1747/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1954 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1958 * hence the function name.
1753 */ 1959 */
1960int
1754int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1755{ 1962{
1756 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1757 1964
1758 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1966 {
1760 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);
1761 dir, 0, op->x, op->y); 1968 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1972 wcmod = -1;
1765 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);
1766 op->x, op->y); 1974 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1772 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);
1773 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);
1774 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);
1775 1986
1776 } else { 1987 }
1988 else
1989 {
1777 /* Simple case */ 1990 /* Simple case */
1778 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);
1779 } 1992 }
1780 return ret; 1993 return ret;
1781} 1994}
1782 1995
1783 1996
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1786 */ 1999 */
2000void
1787void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1788{ 2002{
1789 object *item; 2003 object *item;
1790 2004
1791 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1792 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.");
1793 return; 2008 return;
1794 } 2009 }
1795 2010
1796 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2012 if (!item->inv)
2013 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2015 return;
1800 } 2016 }
1801 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1802 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2023 return;
1806 } 2024 }
2025 }
1807 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2031 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2033 else
1813 else 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2035 return;
1817 } 2036 }
1818 } 2037 }
1819 2038
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1821 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 */
1822 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1823 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
1824 object *tmp; 2045 {
1825 if (item->arch) { 2046 object *tmp;
2047
2048 if (item->arch)
2049 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1828 item->speed = 0; 2052 item->speed = 0;
1829 update_ob_speed(item); 2053 update_ob_speed (item);
1830 } 2054 }
1831 if ((tmp=is_player_inv(item))) 2055 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2057 }
1834 } 2058 }
1835 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1836 drain_rod_charge(item); 2061 drain_rod_charge (item);
1837 } 2062 }
1838 } 2063 }
1839} 2064}
1840 2065
1841/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1842 */ 2067 */
2068void
1843void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1844 int spellcost=0; 2071 int spellcost = 0;
1845 2072
1846 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1848 2076
1849 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1850 case range_none: 2079 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2080 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2118 return;
1890 } 2119 }
1891} 2120}
1892 2121
1893 2122
1894 2123
1901 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1904 */ 2133 */
1905 2134
2135object *
1906object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1907{ 2137{
1908 object *tmp,*key; 2138 object *tmp, *key;
1909 2139
1910 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1912 2143
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1916 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1918 */ 2151 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2153 break;
1921 } 2154 }
1922 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 2158 * a key, return
1926 */ 2159 */
1927 if (!tmp) { 2160 if (!tmp)
2161 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1929 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 2173 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 2175 * see if we actually want to use it
1938 */ 2176 */
1939 if (pl!=container) { 2177 if (pl != container)
2178 {
1940 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1942 /* cases where this fails: 2182 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2184 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1946 * containers can be used. 2186 * containers can be used.
1947 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1951 * 2191 *
1952 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1953 * all the others. 2193 * all the others.
1954 */ 2194 */
1955 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2198 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2201 return NULL;
1964 } 2202 }
1965 } 2203 }
1966 return tmp; 2204 return tmp;
1967} 2205}
1968 2206
1969/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1972 * 0 otherwise 2210 * 0 otherwise
1973 */ 2211 */
2212static int
1974static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1975{ 2214{
1976 2215
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 2218 * otherwise, we fall through to the rest of the code.
1980 */ 2219 */
1981 object *key=find_key(op, op, door); 2220 object *key = find_key (op, op, door);
1982 2221
1983 /* IF we found a key, do some extra work */ 2222 /* IF we found a key, do some extra work */
1984 if (key) { 2223 if (key)
2224 {
1985 object *container=key->env; 2225 object *container = key->env;
1986 2226
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 2228 if (action_makes_visible (op))
2229 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 2232 if (door->type == DOOR)
2233 {
1991 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 */
1992 } 2235 }
1993 else if(door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2237 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2239 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2240 }
1998 /* Do this after we print the message */ 2241 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2242 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2243 /* Need to update the weight the container the key was in */
2001 if (container != op) 2244 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2245 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2246 return 1; /* Nothing more to do below */
2247 }
2004 } else if (door->type==LOCKED_DOOR) { 2248 else if (door->type == LOCKED_DOOR)
2249 {
2005 /* Might as well return now - no other way to open this */ 2250 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2252 return 1;
2008 } 2253 }
2009 return 0; 2254 return 0;
2010} 2255}
2011 2256
2012/* This function is just part of a breakup from move_player. 2257/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2258 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2259 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2260 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2261 * going to try and move (not fire weapons).
2017 */ 2262 */
2018 2263
2264void
2019void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2020{ 2266{
2021 object *tmp, *mon, *tpl; 2267 object *tmp, *mon;
2022 sint16 nx, ny; 2268 sint16 nx, ny;
2023 int on_battleground; 2269 int on_battleground;
2024 mapstruct *m; 2270 maptile *m;
2025 2271
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2272 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2273 ny = freearr_y[dir] + op->y;
2030 2274
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2275 on_battleground = op_on_battleground (op, NULL, NULL);
2032 2276
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2284 * move_ob uses.
2041 */ 2285 */
2042 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 {
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2044 m = get_map_from_coord(tpl->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */ 2291 if (!m)
2046 } 2292 return; /* Don't think this should happen */
2047 else m =tpl->map; 2293 }
2048 2294 else
2295 m = op->map;
2296
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2050 /* 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"); */
2051 return; 2300 return;
2052 } 2301 }
2053 2302
2054 mon = NULL; 2303 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2307 * on the space
2059 */ 2308 */
2060 while (tmp!=NULL) { 2309 while (tmp != NULL)
2310 {
2061 if (tmp == op) { 2311 if (tmp == op)
2062 tmp=tmp->above; 2312 {
2063 continue; 2313 tmp = tmp->above;
2064 } 2314 continue;
2315 }
2316
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2318 {
2067 break; 2319 mon = tmp;
2068 } 2320 break;
2321 }
2322
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2324 mon = tmp;
2325
2071 tmp=tmp->above; 2326 tmp = tmp->above;
2072 } 2327 }
2073 2328
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2329 if (mon == NULL) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2330 return; /* into a wall */
2076 2331
2077 if(mon->head != NULL) 2332 if (mon->head != NULL)
2078 mon = mon->head; 2333 mon = mon->head;
2079 2334
2080 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))
2081 if (player_attack_door(op, mon)) return; 2336 if (player_attack_door (op, mon))
2337 return;
2082 2338
2083 /* The following deals with possibly attacking peaceful 2339 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2340 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2341 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2342 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2343 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2344 * and thus will not push them.
2089 */ 2345 */
2090 2346
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2348 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2094 */ 2350 */
2095 if ((op->type==PLAYER) 2351 if ((op->type == PLAYER)
2096#if COZY_SERVER 2352#if COZY_SERVER
2097 && 2353 &&
2098 ( 2354 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2356#else
2104 && get_owner(mon)==op 2357 && mon->owner == op
2105#endif 2358#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2360 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2362 if (op->contr->braced)
2363 return;
2110 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);
2111 (void) push_ob(mon,dir,op); 2365 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2113 return; 2368 return;
2114 } 2369 }
2115 2370
2116 /* in certain circumstances, you shouldn't attack friendly 2371 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2372 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2374 * attack them either.
2120 */ 2375 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (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)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2126#else 2383#else
2127 op->contr->peaceful && 2384 op->contr->peaceful &&
2128#endif 2385#endif
2129 !on_battleground 2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2130 )) { 2389 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2391 (void) push_ob (mon, dir, op);
2134 } else { 2392 }
2393 else
2394 {
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2395 new_draw_info (0, 0, op, "You withhold your attack");
2136 } 2396 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op); 2397 if (op->contr->tmp_invis || op->hide)
2138 } 2398 make_visible (op);
2399 }
2139 2400
2140 /* If the object is a boulder or other rollable object, then 2401 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2402 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2403 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2405 {
2144 recursive_roll(mon,dir,op); 2406 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2407 if (action_makes_visible (op))
2146 } 2408 make_visible (op);
2409 }
2147 2410
2148 /* Any generic living creature. Including things like doors. 2411 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2413 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2414 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2415 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2416 */
2154 2417
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2420 {
2158 2421
2159 /* If the player hasn't hit something this tick, and does 2422 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2423 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2424 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2425 * incurred a 1 tick offset.
2163 */ 2426 */
2164 if (!op->contr->has_hit) { 2427 if (!op->contr->has_hit)
2428 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2429 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2430
2167 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 */
2168 } 2432 }
2169 2433
2170 skill_attack(mon, op, 0, NULL, NULL); 2434 skill_attack (mon, op, 0, NULL, NULL);
2171 2435
2172 /* If attacking another player, that player gets automatic 2436 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2437 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2438 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2439 * the wiz.
2176 */ 2440 */
2177 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))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2442 {
2179 short luck = mon->stats.luck; 2443 short luck = mon->stats.luck;
2444
2180 mon->contr->has_hit = 1; 2445 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2446 skill_attack (op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck; 2447 mon->stats.luck = luck;
2183 } 2448 }
2184 if(action_makes_visible(op)) make_visible(op); 2449 if (action_makes_visible (op))
2185 } 2450 make_visible (op);
2451 }
2186 } /* if player should attack something */ 2452 } /* if player should attack something */
2187} 2453}
2188 2454
2455int
2189int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2190 int pick; 2458 int pick;
2191 object *transport = op->contr->transport;
2192 2459
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2506}
2256 2507
2257/* 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
2258 * new client/server stuff. 2509 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2511 * the new speed values for commands.
2261 * 2512 *
2262 * Returns true if there are more actions we can do. 2513 * Returns true if there are more actions we can do.
2263 */ 2514 */
2515int
2264int handle_newcs_player(object *op) 2516handle_newcs_player (object *op)
2265{ 2517{
2266 if (op->contr->hidden) { 2518 if (op->contr->hidden)
2519 {
2267 op->invisible = 1000; 2520 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2521 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2522 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2523 * alternate it here for it to work correctly.
2271 */ 2524 */
2272 if (pticks & 2) op->invisible--; 2525 if (pticks & 2)
2526 op->invisible--;
2273 } 2527 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2275 op->invisible--; 2530 op->invisible--;
2276 if(!op->invisible) { 2531 if (!op->invisible)
2532 {
2277 make_visible(op); 2533 make_visible (op);
2278 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.");
2279 } 2535 }
2280 } 2536 }
2281 2537
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2283 flee_player(op); 2540 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2286 op->speed_left--; 2544 op->speed_left--;
2287 return 0; 2545 return 0;
2288 } 2546 }
2289 } 2547 }
2290 2548
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2553 */
2296 if (op->contr->ranges[range_golem] && 2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2555 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2556
2303 /* 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
2304 * the players time has been increased when doericserver has been 2558 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2559 * called, so we recheck it here.
2306 */ 2560 */
2307 HandleClient(&op->contr->socket, op->contr); 2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2308 if (op->speed_left<0) return 0; 2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2309
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction);
2319 if (op->speed_left>0) return 1;
2320 else return 0;
2321 } 2563 ;
2564
2565 if (op->speed_left < 0)
2322 return 0; 2566 return 0;
2323}
2324 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
2325int save_life(object *op) { 2588save_life (object *op)
2326 object *tmp; 2589{
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format(NDI_UNIQUE, 0,op,
2335 "Your %s vibrates violently, then evaporates.",
2336 query_name(tmp));
2337 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0)
2343 op->stats.hp = op->stats.maxhp;
2344 if(op->stats.food<0)
2345 op->stats.food = 999;
2346 fix_player(op);
2347 return 1;
2348 }
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */
2352 return 0; 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;
2353} 2619}
2354 2620
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2624 * from.
2359 */ 2625 */
2626void
2360void remove_unpaid_objects(object *op, object *env) 2627remove_unpaid_objects (object *op, object *env)
2361{ 2628{
2362 object *next; 2629 object *next;
2363 2630
2364 while (op) { 2631 while (op)
2632 {
2365 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
2366 * we remove object 'op' 2634 * we remove object 'op'
2367 */ 2635 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2637 {
2638 op->remove ();
2370 op->x = env->x; 2639 op->x = env->x;
2371 op->y = env->y; 2640 op->y = env->y;
2372 if (env->type == PLAYER) 2641 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2642 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0); 2643 insert_ob_in_map (op, env->map, NULL, 0);
2375 } 2644 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env); 2645 else if (op->inv)
2377 op=next; 2646 remove_unpaid_objects (op->inv, env);
2647
2648 op = next;
2378 } 2649 }
2379} 2650}
2380 2651
2381 2652
2382/* 2653/*
2384 * Moved from apply.c to player.c - player.c is what 2655 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2656 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2657 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2658 * but there isn't one in the server directory.
2388 */ 2659 */
2660char *
2389char *gravestone_text (object *op) 2661gravestone_text (object *op)
2390{ 2662{
2391 static char buf2[MAX_BUF]; 2663 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2664 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2665 time_t now = time (NULL);
2394 2666
2395 strcpy (buf2, " R.I.P.\n\n"); 2667 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2668 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2670 else
2399 sprintf (buf, "%s\n", op->name); 2671 sprintf (buf, "%s\n", &op->name);
2672
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2674 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2403 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);
2404 else 2677 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2681 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2682 if (op->type == PLAYER)
2683 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2686 strcat (buf2, buf);
2412 } 2687 }
2688
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2691 strcat (buf2, buf);
2692
2416 return buf2; 2693 return buf2;
2417} 2694}
2418 2695
2419 2696
2420 2697
2698void
2421void do_some_living(object *op) { 2699do_some_living (object *op)
2700{
2422 int last_food=op->stats.food; 2701 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2702 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2703 int over_hp, over_sp, over_grace;
2425 int i; 2704 int i;
2426 int rate_hp = 1200; 2705 int rate_hp = 1200;
2427 int rate_sp = 2500; 2706 int rate_sp = 2500;
2428 int rate_grace = 2000; 2707 int rate_grace = 2000;
2429 const int max_hp = 1; 2708 const int max_hp = 1;
2430 const int max_sp = 1; 2709 const int max_sp = 1;
2431 const int max_grace = 1; 2710 const int max_grace = 1;
2432 2711
2433 if (op->contr->outputs_sync) { 2712 if (op->contr->outputs_sync)
2713 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 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)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2716 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2717 }
2439 2718
2440 if(op->contr->state==ST_PLAYING) { 2719 if (op->contr->state == ST_PLAYING)
2720 {
2441 2721
2442 /* these next three if clauses make it possible to SLOW DOWN 2722 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2723 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2724 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2726 else
2727 {
2447 gen_hp = op->stats.maxhp; 2728 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2730 }
2450 if(op->contr->gen_sp >= 0 ) 2731 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2733 else
2734 {
2453 gen_sp = op->stats.maxsp; 2735 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2737 }
2456 if(op->contr->gen_grace >= 0) 2738 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2740 else
2741 {
2459 gen_grace = op->stats.maxgrace; 2742 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2744 }
2462 2745
2463 /* Regenerate Spell Points */ 2746 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2750 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2751 {
2752 op->stats.sp++;
2468 /* dms do not consume food */ 2753 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2755 {
2756 op->stats.food--;
2471 if(op->contr->digestion<0) 2757 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2758 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 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 }
2476 } 2787 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2788
2497 /* Regenerate Grace */ 2789 /* Regenerate Grace */
2498 /* 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. */
2499 if(--op->last_grace<0) { 2791 if (--op->last_grace < 0)
2792 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2793 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2794 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2795 if (max_grace > 1)
2796 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2798 if (over_grace > 0)
2505 op->stats.sp += over_grace 2799 {
2800 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2801 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace=0; 2802 op->last_grace = 0;
2508 } else { 2803 }
2804 else
2805 {
2509 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);
2510 } 2807 }
2511 } else { 2808 }
2809 else
2810 {
2512 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);
2513 } 2812 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2813 /* wearing stuff doesn't detract from grace generation. */
2515 } 2814 }
2516 2815
2517 /* Regenerate Hit Points */ 2816 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2817 if (--op->last_heal < 0)
2818 {
2519 if(op->stats.hp<op->stats.maxhp) { 2819 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2820 {
2821 op->stats.hp++;
2521 /* dms do not consume food */ 2822 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2824 {
2825 op->stats.food--;
2524 if(op->contr->digestion<0) 2826 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2827 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food; 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 }
2529 } 2849 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2850
2545 /* Digestion */ 2851 /* Digestion */
2546 if(--op->last_eat<0) { 2852 if (--op->last_eat < 0)
2853 {
2547#ifdef COZY_SERVER 2854#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2857#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2859#endif
2555 2860
2556 if(op->contr->gen_hp > 0) 2861 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2863 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 /* dms do not consume food */ 2865 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2866 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2867 op->stats.food--;
2868 }
2563 } 2869 }
2564 2870
2565 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 {
2566 object *tmp, *flesh=NULL; 2873 object *tmp, *flesh = NULL;
2567 2874
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2876 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 {
2571 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.");
2572 manual_apply(op,tmp,0); 2882 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2883 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2884 break;
2575 } 2885 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2886 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2887 flesh = tmp;
2578 } /* end of for loop */ 2888 } /* End if paid for object */
2889 } /* end of for loop */
2579 /* 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
2580 * eat flesh instead. 2891 * eat flesh instead.
2581 */ 2892 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 {
2583 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.");
2584 manual_apply(op,flesh,0); 2896 manual_apply (op, flesh, 0);
2585 } 2897 }
2586 } /* end if player is starving */ 2898 } /* end if player is starving */
2587 2899
2588 while(op->stats.food<0&&op->stats.hp>0) 2900 while (op->stats.food < 0 && op->stats.hp > 0)
2589 op->stats.food++,op->stats.hp--; 2901 op->stats.food++, op->stats.hp--;
2590 2902
2591 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))
2592 kill_player(op); 2904 kill_player (op);
2593} 2905}
2594 2906
2595 2907
2596 2908
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2911 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2912 * file.
2601 */ 2913 */
2914void
2602void kill_player(object *op) 2915kill_player (object *op)
2603{ 2916{
2604 char buf[MAX_BUF]; 2917 char buf[MAX_BUF];
2605 int x,y,i; 2918 int x, y;
2919
2920 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2921 maptile *map; /* this is for resurrection */
2922
2607 int z; 2923 /* int z;
2608 int num_stats_lose; 2924 int num_stats_lose;
2609 int lost_a_stat; 2925 int lost_a_stat;
2610 int lose_this_stat; 2926 int lose_this_stat;
2611 int this_stat; 2927 int this_stat; */
2612 int will_kill_again; 2928 int will_kill_again;
2613 archetype *at; 2929 archetype *at;
2614 object *tmp; 2930 object *tmp;
2615 2931
2616 if(save_life(op)) 2932 if (save_life (op))
2617 return; 2933 return;
2618 2934
2619 2935
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2938 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2939 */
2624 if (op_on_battleground(op, &x, &y)) { 2940 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2941 {
2626 "You have been defeated in combat!"); 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2944
2629
2630 /* restore player */ 2945 /* restore player */
2631 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2633 if (tmp) { 2948 if (tmp)
2634 remove_ob(tmp); 2949 {
2635 free_object(tmp); 2950 tmp->destroy ();
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2952 }
2638 2953
2639 at = find_archetype("confusion"); 2954 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2641 if (tmp) { 2956 if (tmp)
2642 remove_ob(tmp); 2957 {
2643 free_object(tmp); 2958 tmp->destroy ();
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2960 }
2646 2961
2647 cure_disease(op,0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2964 if (op->stats.food <= 0)
2650 2965 op->stats.food = 999;
2966
2651 /* create a bodypart-trophy to make the winner happy */ 2967 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2968 tmp = arch_to_object (archetype::find ("finger"));
2653 if (tmp != NULL) 2969 if (tmp != NULL)
2654 { 2970 {
2655 sprintf(buf,"%s's finger",op->name); 2971 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2972 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2973 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2976 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2977 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2978 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0); 2980 insert_ob_in_map (tmp, op->map, op, 0);
2666 }
2667 2981 }
2982
2668 /* teleport defeated player to new destination*/ 2983 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2984 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2985 op->contr->braced = 0;
2671 return; 2986 return;
2672 } 2987 }
2673 2988
2674 INVOKE_PLAYER (DEATH, op->contr); 2989 INVOKE_PLAYER (DEATH, op->contr);
2675 2990
2676 command_kill_pets (op, 0); 2991 command_kill_pets (op, 0);
2677 2992
2678 if(op->stats.food<0) { 2993 if (op->stats.food < 0)
2994 {
2679 if (op->contr->explore) { 2995 if (op->contr->explore)
2996 {
2680 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");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2682 op->stats.food=999; 2999 op->stats.food = 999;
2683 return; 3000 return;
2684 } 3001 }
2685 sprintf(buf,"%s starved to death.",op->name); 3002 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 3003 strcpy (op->contr->killer, "starvation");
3004 }
3005 else
2687 } 3006 {
2688 else {
2689 if (op->contr->explore) { 3007 if (op->contr->explore)
3008 {
2690 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");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp; 3011 op->stats.hp = op->stats.maxhp;
2693 return; 3012 return;
2694 } 3013 }
2695 sprintf(buf,"%s died.",op->name); 3014 sprintf (buf, "%s died.", &op->name);
2696 } 3015 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 3017
2699 /* save the map location for corpse, gravestone*/ 3018 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
2701 3022
2702 3023
2703 if (settings.not_permadeth == TRUE) { 3024 if (settings.not_permadeth == TRUE)
3025 {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 3026 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 3029 */
2708 3030
2709 /* Basically two ways to go - remove a stat permanently, or just 3031 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 3032 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 3033 * of death.
2712 */ 3034 */
2713#ifndef COZY_SERVER 3035#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 3036 if (settings.balanced_stat_loss)
3037 {
2715 /* If stat loss is permanent, lose one stat only. */ 3038 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 3040 more if they do. */
2718 /* Higher level characters can afford things such as potions of 3041 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 3042 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 3043 little bit harder. */
2721 /* GD */ 3044 /* GD */
2722 if (settings.stat_loss_on_death) 3045 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 3046 num_stats_lose = 1;
2724 else 3047 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 3049 }
3050 else
3051 {
2727 num_stats_lose = 1; 3052 num_stats_lose = 1;
2728 } 3053 }
2729 lost_a_stat = 0; 3054 lost_a_stat = 0;
2730 3055
2731 for (z=0; z<num_stats_lose; z++) { 3056 for (z = 0; z < num_stats_lose; z++)
3057 {
2732 i = RANDOM() % NUM_STATS; 3058 i = RANDOM () % NUM_STATS;
2733 3059
2734 if (settings.stat_loss_on_death) { 3060 if (settings.stat_loss_on_death)
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value(&(op->stats), i,-1);
2739 check_stat_bounds(&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1);
2741 check_stat_bounds(&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 } else {
2745 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion");
2747 object *dep;
2748 3061 {
2749 dep = present_arch_in_ob(deparch,op); 3062 /* Pick a random stat and take a point off it. Tell the player
2750 if(!dep) { 3063 * what he lost.
2751 dep = arch_to_object(deparch); 3064 */
2752 insert_ob_in_ob(dep, op); 3065 change_attr_value (&(op->stats), i, -1);
2753 } 3066 check_stat_bounds (&(op->stats));
2754 lose_this_stat = 1; 3067 change_attr_value (&(op->contr->orig_stats), i, -1);
2755 if (settings.balanced_stat_loss) { 3068 check_stat_bounds (&(op->contr->orig_stats));
2756 /* GD */ 3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2757 /* Get the stat that we're about to deplete. */ 3070 lost_a_stat = 1;
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 3071 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 3120 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 3121 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 3122 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 3124 * difference.
2789 */ 3125 */
2790 if (this_stat>=-50) { 3126 if (this_stat >= -50)
3127 {
2791 change_attr_value(&(dep->stats), i, -1); 3128 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 3129 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 3131 fix_player (op);
2795 lost_a_stat = 1; 3132 lost_a_stat = 1;
2796 } 3133 }
2797 } 3134 }
2798 } 3135 }
2799 } 3136 }
2800 /* If no stat lost, tell the player. */ 3137 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 3138 if (!lost_a_stat)
2802 { 3139 {
2803 /* determine_god() seems to not work sometimes... why is this? 3140 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 3141 Should I be using something else? GD */
2805 const char *god = determine_god(op); 3142 const char *god = determine_god (op);
3143
2806 if (god && (strcmp(god, "none"))) 3144 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 3146 else
2809 " you.", god); 3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else 3148 }
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3149#else
2812 " 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.");
2813 }
2814#endif 3151#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 3152
2818 /* Put a gravestone up where the character 'almost' died. List the 3153 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 3154 * exp loss on the stone.
2820 */ 3155 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 3156 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 3157 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 3158 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 3159 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 3160 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 3162 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 3163 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 3164 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 3165
2835 /**************************************/ 3166 /**************************************/
2836 /* */ 3167 /* */
2837 /* Subtract the experience points, */ 3168 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 3169 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 3170 /* food, and reset HP's... */
2840 /* */ 3171 /* */
2841 /**************************************/ 3172 /**************************************/
2842 3173
2843 /* remove any poisoning and confusion the character may be suffering.*/ 3174 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 3175 /* restore player */
2845 at = find_archetype("poisoning"); 3176 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 3177 tmp = present_arch_in_ob (at, op);
2847 if (tmp) { 3178
2848 remove_ob(tmp); 3179 if (tmp)
2849 free_object(tmp); 3180 {
3181 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 3183 }
2852 3184
2853 at = find_archetype("confusion"); 3185 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 3186 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 3187 if (tmp)
2856 remove_ob(tmp); 3188 {
2857 free_object(tmp); 3189 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 3191 }
3192
2860 cure_disease(op,0); /* remove any disease */ 3193 cure_disease (op, 0); /* remove any disease */
2861 3194
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 3195 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 3196 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 3197 if (op->stats.food < 100)
3198 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 3199 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 3202
2869 /* 3203 /*
2870 * 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
2871 * 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
2872 * in the map. 3206 * in the map.
2873 */ 3207 */
2874 3208
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3209 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 3210 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 3211
2883 /****************************************/ 3212 /****************************************/
2884 /* */ 3213 /* */
2885 /* Move player to his current respawn- */ 3214 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 3215 /* position (usually last savebed) */
2887 /* */ 3216 /* */
2888 /****************************************/ 3217 /****************************************/
2889 3218
2890 enter_player_savebed(op); 3219 enter_player_savebed (op);
2891 3220
2892 /* Save the player before inserting the force to reduce 3221 /* Save the player before inserting the force to reduce
2893 * chance of abuse. 3222 * chance of abuse.
2894 */ 3223 */
2895 op->contr->braced=0; 3224 op->contr->braced = 0;
2896 save_player(op,1); 3225 save_player (op, 1);
2897 3226
2898 /* it is possible that the player has blown something up 3227 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 3228 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 3229 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 3230 * on the space that might harm the player.
2902 */ 3231 */
2903 will_kill_again=0; 3232 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 3234 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 3235 will_kill_again |= tmp->attacktype;
2907 } 3236
2908 if (will_kill_again) { 3237 if (will_kill_again)
3238 {
2909 object *force; 3239 object *force;
2910 int at; 3240 int at;
2911 3241
2912 force=get_archetype(FORCE_NAME); 3242 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 3243 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 3244 force->speed = 0.1;
2915 force->speed_left=-5.0; 3245 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 3246 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 3247 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 3248 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 3249 force->resist[at] = 100;
2920 } 3250
2921 insert_ob_in_ob(force, op); 3251 insert_ob_in_ob (force, op);
2922 fix_player(op); 3252 fix_player (op);
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 3253
3254 }
3255
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return; 3257 return;
2934 } /* NOT_PERMADETH */ 3258 } /* NOT_PERMADETH */
2935 else { 3259 else
3260 {
2936 /* 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
2937 * should probably be embedded in an else statement. 3262 * should probably be embedded in an else statement.
2938 */ 3263 */
2939 3264
2940 op->contr->party=NULL; 3265 op->contr->party = NULL;
2941 if (settings.set_title == TRUE) 3266 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0'; 3267 op->contr->own_title[0] = '\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2944 check_score(op); 3269 check_score (op);
3270
2945 if(op->contr->ranges[range_golem]!=NULL) { 3271 if (op->contr->ranges[range_golem])
3272 {
2946 remove_friendly_object(op->contr->ranges[range_golem]); 3273 remove_friendly_object (op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]); 3274 op->contr->ranges[range_golem]->destroy ();
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL; 3275 op->contr->ranges[range_golem] = 0;
2950 op->contr->golem_count=0; 3276 }
2951 } 3277
2952 loot_object(op); /* Remove some of the items for good */ 3278 loot_object (op); /* Remove some of the items for good */
2953 remove_ob(op); 3279 op->remove ();
2954 op->direction=0; 3280 op->direction = 0;
2955 3281
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
2957 delete_character(op->name,0); 3284 delete_character (op->name, 0);
2958 if (settings.resurrection == TRUE) { 3285 if (settings.resurrection == TRUE)
3286 {
2959 /* save playerfile sans equipment when player dies 3287 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection 3288 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely 3289 ** type spells will work on them nicely
2962 */ 3290 */
2963 delete_character(op->name,0); 3291 delete_character (op->name, 0);
2964 op->stats.hp = op->stats.maxhp; 3292 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999; 3293 op->stats.food = 999;
2966 3294
2967 /* set the location of where the person will reappear when */ 3295 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */ 3296 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname); 3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL) 3298 if (op->map != NULL)
2971 op->map = NULL; 3299 op->map = NULL;
2972 op->x = settings.emergency_x; 3300 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y; 3301 op->y = settings.emergency_y;
2974 save_player(op,0); 3302 save_player (op, 0);
2975 op->map = map; 3303 op->map = map;
2976 /* please see resurrection.c: peterm */ 3304 /* please see resurrection.c: peterm */
2977 dead_player(op); 3305 dead_player (op);
2978 } else { 3306 }
3307 else
2979 delete_character(op->name,1); 3308 delete_character (op->name, 1);
2980 } 3309 }
2981 } 3310
2982 play_again(op); 3311 play_again (op);
2983 3312
2984 /* peterm: added to create a corpse at deathsite. */ 3313 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl")); 3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
2986 sprintf(buf,"%s", op->name); 3315 sprintf (buf, "%s", &op->name);
2987 FREE_AND_COPY(tmp->name, buf); 3316 tmp->name = tmp->name_pl = buf;
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level; 3317 tmp->level = op->level;
2990 tmp->x=x;tmp->y=y; 3318 tmp->x = x;
2991 if (tmp->msg) 3319 tmp->y = y;
2992 free_string(tmp->msg); 3320 tmp->msg = gravestone_text (op);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE); 3321 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0); 3322 insert_ob_in_map (tmp, map, NULL, 0);
2996 } 3323 }
2997} 3324}
2998 3325
2999 3326
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 3327void
3328loot_object (object *op)
3329{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 3330 object *tmp, *tmp2, *next;
3002 3331
3003 if (op->container) { /* close open sack first */ 3332 if (op->container)
3333 { /* close open sack first */
3004 esrv_apply_container (op, op->container); 3334 esrv_apply_container (op, op->container);
3005 } 3335 }
3006 3336
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3337 for (tmp = op->inv; tmp != NULL; tmp = next)
3338 {
3008 next=tmp->below; 3339 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3340 if (tmp->type == EXPERIENCE || tmp->invisible)
3010 remove_ob(tmp); 3341 continue;
3342 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 3343 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 3344 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 3345 { /* empty container to ground */
3014 } 3346 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3347 }
3016 || 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 {
3017 if(tmp->nrof>1) { 3350 if (tmp->nrof > 1)
3351 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 3353 tmp2->destroy ();
3020 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 }
3021 } else 3359 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 3360 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3361 }
3026} 3362}
3027 3363
3028/* 3364/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3365 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3367 * was changed.
3032 */ 3368 */
3033 3369
3370void
3034void fix_weight(void) { 3371fix_weight (void)
3372{
3035 player *pl; 3373 player *pl;
3374
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378
3038 if(old == sum) 3379 if (old == sum)
3039 continue; 3380 continue;
3040 fix_player(pl->ob); 3381 fix_player (pl->ob);
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3383 }
3044} 3384}
3045 3385
3386void
3046void fix_luck(void) { 3387fix_luck (void)
3388{
3047 player *pl; 3389 player *pl;
3390
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3391 for (pl = first_player; pl != NULL; pl = pl->next)
3049 if (!pl->ob->contr->state) 3392 if (!pl->ob->contr->state)
3050 change_luck(pl->ob, 0); 3393 change_luck (pl->ob, 0);
3051} 3394}
3052 3395
3053 3396
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3397/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3398 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3399 * just treat this as any other spell casting object.
3057 */ 3400 */
3058 3401
3059void 3402void
3060cast_dust (object * op, object * throw_ob, int dir) 3403cast_dust (object *op, object *throw_ob, int dir)
3061{ 3404{
3062 object *skop, *spob; 3405 object *skop, *spob;
3063 3406
3064 skop = find_skill_by_name (op, throw_ob->skill); 3407 skop = find_skill_by_name (op, throw_ob->skill);
3065 3408
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3409 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3410 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3411 {
3069 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);
3070 op->name);
3071 return; 3413 return;
3072 } 3414 }
3073 3415
3074 spob = throw_ob->inv; 3416 spob = throw_ob->inv;
3075 3417
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3418 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 3419 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 3420 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3421 if (!spob)
3080 { 3422 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3423 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 3424 return;
3084 } 3425 }
3085 3426
3086 if (op->type == PLAYER) 3427 if (op->type == PLAYER)
3087 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);
3088 3429
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3430 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3431
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3432 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3433}
3095 3434
3435void
3096void make_visible (object *op) { 3436make_visible (object *op)
3437{
3097 op->hide = 0; 3438 op->hide = 0;
3098 op->invisible = 0; 3439 op->invisible = 0;
3099 if(op->type==PLAYER) { 3440 if (op->type == PLAYER)
3441 {
3100 op->contr->tmp_invis = 0; 3442 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3443 op->contr->invis_race = 0;
3102 } 3444 }
3103 update_object(op,UP_OBJ_FACE); 3445 update_object (op, UP_OBJ_FACE);
3104} 3446}
3105 3447
3448int
3106int is_true_undead(object *op) { 3449is_true_undead (object *op)
3450{
3107 object *tmp=NULL; 3451 object *tmp = NULL;
3108 3452
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1;
3110 3455
3111 if(op->type==PLAYER) 3456 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3115 return 0; 3461 return 0;
3116} 3462}
3117 3463
3118/* look at the surrounding terrain to determine 3464/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3465 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3466 * indicate greater hideability.
3121 */ 3467 */
3122 3468
3469int
3123int hideability(object *ob) { 3470hideability (object *ob)
3471{
3124 int i,level=0, mflag; 3472 int i, level = 0, mflag;
3125 sint16 x,y; 3473 sint16 x, y;
3126 3474
3127 if(!ob||!ob->map) return 0; 3475 if (!ob || !ob->map)
3476 return 0;
3128 3477
3129 /* so, on normal lighted maps, its hard to hide */ 3478 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3479 level = ob->map->darkness - 2;
3131 3480
3132 /* this also picks up whether the object is glowing. 3481 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3483 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3484 if (has_carried_lights (ob))
3485 level = -(10 + (2 * ob->map->darkness));
3136 3486
3137 /* scan through all nearby squares for terrain to hide in */ 3487 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3491 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue;
3494 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3496 level += 2;
3143 else /* open terrain! */ 3497 else /* open terrain! */
3144 level -= 1; 3498 level -= 1;
3145 } 3499 }
3146 3500
3147#if 0 3501#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3502 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3503#endif
3150 return level; 3504 return level;
3151} 3505}
3152 3506
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3507/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3508 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3509 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3510 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3511 */
3158 3512
3513void
3159void do_hidden_move (object *op) { 3514do_hidden_move (object *op)
3515{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3517 object *skop;
3162 3518
3163 if(!op || !op->map) return; 3519 if (!op || !op->map)
3520 return;
3164 3521
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3523
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3525 if (op->type == PLAYER && op->contr->run_on)
3526 {
3169 if(!skop || num >= skop->level) { 3527 if (!skop || num >= skop->level)
3528 {
3170 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!");
3171 make_visible(op); 3530 make_visible (op);
3172 return; 3531 return;
3173 } else num += 20; 3532 }
3533 else
3534 num += 20;
3174 } 3535 }
3175 num += op->map->difficulty; 3536 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3537 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3538 num -= hide;
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 {
3179 make_visible(op); 3541 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3542 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3544 }
3183 else if (op->type == PLAYER && skop) { 3545 else if (op->type == PLAYER && skop)
3546 {
3184 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);
3185 } 3548 }
3186} 3549}
3187 3550
3188/* determine if who is standing near a hostile creature. */ 3551/* determine if who is standing near a hostile creature. */
3189 3552
3553int
3190int stand_near_hostile( object *who ) { 3554stand_near_hostile (object *who)
3555{
3191 object *tmp=NULL; 3556 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3557 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3558 maptile *m;
3194 sint16 x,y; 3559 sint16 x, y;
3195 3560
3196 if(!who) return 0; 3561 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 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;
3226} 3598}
3227 3599
3228/* check the player los field for viewability of the 3600/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3601 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3610 * -b.t.
3239 * This function is now map tiling safe. 3611 * This function is now map tiling safe.
3240 */ 3612 */
3241 3613
3614int
3242int player_can_view (object *pl,object *op) { 3615player_can_view (object *pl, object *op)
3616{
3243 rv_vector rv; 3617 rv_vector rv;
3244 int dx,dy; 3618 int dx, dy;
3245 3619
3246 if(pl->type!=PLAYER) { 3620 if (pl->type != PLAYER)
3621 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3622 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3623 return -1;
3273 op = op->more;
3274 } 3624 }
3625 if (!pl || !op)
3275 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;
3276} 3656}
3277 3657
3278/* routine for both players and monsters. We call this when 3658/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3659 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3660 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3661 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3662 * return 0.
3283 */ 3663 */
3664int
3284int action_makes_visible (object *op) { 3665action_makes_visible (object *op)
3666{
3285 3667
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3671 return 0;
3289 3672
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3291 3675
3292 /* If monsters, they should become visible */ 3676 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3294 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");
3295 return 1; 3680 return 1;
3296 } 3681 }
3297 } 3682 }
3298 return 0; 3683 return 0;
3299} 3684}
3300 3685
3301/* op_on_battleground - checks if the given object op (usually 3686/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3687 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3688 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3689 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3690 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3691 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3692 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3693 */
3694int
3309int op_on_battleground (object *op, int *x, int *y) { 3695op_on_battleground (object *op, int *x, int *y)
3696{
3310 object *tmp; 3697 object *tmp;
3311 3698
3312 /* A battleground-tile needs the following attributes to be valid: 3699 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3702 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3703 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3704 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3706 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3711 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3712 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3715 object *invtmp;
3716
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3718 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3727 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3729 return 1;
3332 } 3730 }
3333 } 3731 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3732 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3733 /* If we got here, did not find a battleground */
3342 return 0; 3734 return 0;
3343} 3735}
3344 3736
3345/* 3737/*
3349 * attributes: 3741 * attributes:
3350 * object *who the dragon player 3742 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3743 * int atnr the attack-number of the ability focus
3352 * int level ability level 3744 * int level ability level
3353 */ 3745 */
3746void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3747dragon_ability_gain (object *who, int atnr, int level)
3748{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3749 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3750 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3751 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3752 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3753 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3754 int i = 0, j = 0;
3361 3755
3362 /* get the appropriate treasurelist */ 3756 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3757 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3758 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3759 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3760 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3761 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3762 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3763 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3764 trlist = find_treasurelist ("dragon_ability_poison");
3371 3765
3372 if (trlist == NULL || who->type != PLAYER) 3766 if (trlist == NULL || who->type != PLAYER)
3373 return; 3767 return;
3374 3768
3375 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++);
3376 tr = tr->next, i++); 3770
3377
3378 if (tr == NULL || tr->item == NULL) { 3771 if (tr == NULL || tr->item == NULL)
3772 {
3379 /* 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]); */
3380 return; 3774 return;
3381 } 3775 }
3382 3776
3383 /* everything seems okay - now bring on the gift: */ 3777 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3778 item = &(tr->item->clone);
3385 3779
3386 if (item->type == SPELL) { 3780 if (item->type == SPELL)
3781 {
3387 if (check_spell_known (who, item->name)) 3782 if (check_spell_known (who, item->name))
3388 return; 3783 return;
3389 3784
3390 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);
3391 do_learn_spell (who, item, 0); 3786 do_learn_spell (who, item, 0);
3392 return; 3787 return;
3393 } 3788 }
3394 3789
3395 /* grant direct spell */ 3790 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3791 if (item->type == SPELLBOOK)
3792 {
3397 if (!item->inv) { 3793 if (!item->inv)
3794 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3795 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3796 return;
3401 } 3797 }
3402 if (check_spell_known (who, item->inv->name)) 3798 if (check_spell_known (who, item->inv->name))
3403 return; 3799 return;
3404 if (item->invisible) { 3800 if (item->invisible)
3801 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3803 do_learn_spell (who, item->inv, 0);
3407 return; 3804 return;
3408 } 3805 }
3409 } 3806 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3807 else if (item->type == SKILL_TOOL && item->invisible)
3808 {
3411 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 {
3412 3811
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3812 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3813 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3814 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3815 * but not all of them, he gets nothing.
3417 */ 3816 */
3418 if (!(skop->attacktype & item->attacktype)) { 3817 if (!(skop->attacktype & item->attacktype))
3818 {
3419 /* Give new attacktype */ 3819 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3820 skop->attacktype |= item->attacktype;
3421 3821
3422 /* always add physical if there's none */ 3822 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3823 skop->attacktype |= AT_PHYSICAL;
3424 3824
3425 if (item->msg != NULL) 3825 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3826 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3827
3428 /* Give player new face */ 3828 /* Give player new face */
3429 if (item->animation_id) { 3829 if (item->animation_id)
3830 {
3430 who->face = skop->face; 3831 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3832 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3833 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3834 who->last_anim = 0;
3434 who->state = 0; 3835 who->state = 0;
3435 animate_object(who, who->direction); 3836 animate_object (who, who->direction);
3436 } 3837 }
3838 }
3839 }
3437 } 3840 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3841 else if (item->type == FORCE)
3842 {
3441 /* forces in the treasurelist can alter the player's stats */ 3843 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3844 object *skin;
3845
3443 /* first get the dragon skin force */ 3846 /* first get the dragon skin force */
3444 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);
3445 skin=skin->below); 3848 if (skin == NULL)
3446 if (skin == NULL) return; 3849 return;
3447 3850
3448 /* adding new spellpath attunements */ 3851 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3854 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3855
3452 /* print message */ 3856 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3857 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3858 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3859 {
3456 if (j) 3860 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3861 {
3458 else 3862 if (j)
3459 j = 1; 3863 strcat (buf, " and ");
3864 else
3865 j = 1;
3460 strcat(buf, spellpathnames[i]); 3866 strcat (buf, spellpathnames[i]);
3461 } 3867 }
3462 } 3868 }
3463 strcat(buf,"."); 3869 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3871 }
3466 3872
3467 /* evtl. adding flags: */ 3873 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3874 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3875 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3876 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3877 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3879 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3880
3475 /* print message if there is one */ 3881 /* print message if there is one */
3476 if (item->msg != NULL) 3882 if (item->msg != NULL)
3477 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
3478 } 3886 {
3479 else {
3480 /* generate misc. treasure */ 3887 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3888 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3890 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3891 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3892 esrv_send_item (who, tmp);
3486 } 3893 }
3487} 3894}
3488 3895
3489/** 3896/**
3490 * 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
3491 * not readied. 3898 * not readied.
3492 */ 3899 */
3900void
3493void player_unready_range_ob(player *pl, object *ob) { 3901player_unready_range_ob (player *pl, object *ob)
3902{
3494 rangetype i; 3903 rangetype i;
3495 3904
3496 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 {
3497 if (pl->ranges[i] == ob) { 3907 if (pl->ranges[i] == ob)
3908 {
3498 pl->ranges[i] = NULL; 3909 pl->ranges[i] = NULL;
3499 if (pl->shoottype == i) { 3910 if (pl->shoottype == i)
3911 {
3500 pl->shoottype = range_none; 3912 pl->shoottype = range_none;
3501 } 3913 }
3502 } 3914 }
3503 } 3915 }
3504} 3916}

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