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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
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)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
77 } 178 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
188 return 1; 200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
231 * for next and socket. 221 * for next and socket.
232 */ 222 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 223 p->clear ();
234 sizeof(player) - offsetof(player, ob));
235 224
236 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point. 226 * we deal with that below this point.
238 */ 227 */
239 p->party=NULL; 228 p->party = NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
243 p->Swap_First = -1; 232 p->Swap_First = -1;
244 233
245#ifdef AUTOSAVE 234#ifdef AUTOSAVE
246 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
247#endif 236#endif
248 237
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
250 239
251 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
252 p->ob = op; 241 p->ob = op;
253 op->speed_left=0.5; 242 op->speed_left = 0.5;
254 op->speed=1.0; 243 op->speed = 1.0;
255 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
256 op->stats.wc=2; 245 op->stats.wc = 2;
257 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
261 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
262 clear_los(op); 255 clear_los (op);
263 256
264 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
265 p->last_speed= -1; 258 p->last_speed = -1;
266 p->shoottype=range_none; 259 p->shoottype = range_none;
267 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
268 p->petmode=pet_normal; 261 p->petmode = pet_normal;
269 p->listening=10; 262 p->listening = 10;
270 p->usekeys=containers; 263 p->usekeys = containers;
271 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
273 p->do_los=1; 266 p->do_los = 1;
274 p->explore=0; 267 p->explore = 0;
275 p->no_shout=0; /* default can shout */
276 268
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
280 271
281 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
282 273
283 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
286 * at zero. 277 * at zero.
287 */ 278 */
288 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
289 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
291 } 283 }
284
292 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
293 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
294 } 287
295 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
297 290
298 p->socket.update_look=0; 291 p->socket->update_look = 0;
299 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
300 return p; 294 return p;
301} 295}
302
303 296
304/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
305static void set_first_map(object *op) 299set_first_map (object *op)
306{ 300{
307 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 302 op->x = -1;
309 op->y = -1; 303 op->y = -1;
310 enter_exit(op, NULL); 304 enter_exit (op, 0);
311} 305}
312 306
313/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
315 * mode. 309 * mode.
316 */ 310 */
317 311
318int add_player(NewSocket *ns) { 312int
319 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
320 316
321 p=get_player(NULL);
322 p->socket = *ns; 317 p->socket = ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
324 if(p->socket.faces_sent == NULL) 319
325 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
327 /* Needed because the socket we just copied over needs to be cleared. 322
328 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
329 * on the uncoming socket. 324
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 325 set_first_map (p->ob);
333 326
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
336 send_rules(p->ob); 329 send_rules (p->ob);
337 send_news(p->ob); 330 send_news (p->ob);
338 display_motd(p->ob); 331 display_motd (p->ob);
332
339 get_name(p->ob); 333 get_name (p->ob);
334
340 return 0; 335 return 0;
341} 336}
342 337
343/* 338/*
344 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
347 */ 342 */
343archetype *
348archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
349{ 345{
350 archetype *start = at; 346 archetype *start = at;
347
351 for (;;) { 348 for (;;)
349 {
352 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
353 at=first_archetype; 351 at = first_archetype;
354 else 352 else
355 at=at->next; 353 at = at->next;
354
356 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
357 return at; 356 return at;
357
358 if (at == start) { 358 if (at == start)
359 {
359 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 361 exit (-1);
361 } 362 }
362 } 363 }
363} 364}
364 365
365 366object *
366object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
367 object *op = NULL; 369 object *op = NULL;
368 player *pl = NULL; 370 player *pl = NULL;
369 objectlink *ol; 371 objectlink *ol;
370 unsigned lastdist; 372 unsigned lastdist;
371 rv_vector rv; 373 rv_vector rv;
372 374
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
376 {
374 /* We should not find free objects on this friendly list, but it 377 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
378 */ 381 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
380 object *tmp=ol->ob; 384 object *tmp = ol->ob;
381 385
382 /* Can't do much more other than log the fact, because the object 386 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 387 * itself will have been cleared.
384 */ 388 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 390 ol = ol->next;
387 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
388 if (!ol) return op; 392 if (!ol)
389 } 393 return op;
394 }
390 395
391 /* Remove special check for player from this. First, it looks to cause 396 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 398 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 399 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
397 */ 402 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 404 continue;
400 405
401 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
402 op=ol->ob; 408 op = ol->ob;
403 lastdist=rv.distance; 409 lastdist = rv.distance;
404 } 410 }
405 } 411 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
408 416
409 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
410 op=pl->ob; 418 {
411 lastdist=rv.distance; 419 op = pl->ob;
412 } 420 lastdist = rv.distance;
413 } 421 }
422 }
414 } 423 }
415#if 0 424#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 426#endif
418 return op; 427 return op;
419} 428}
420 429
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 430/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 431 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 469 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 470 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 471 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 472 * is blocking itself.
464 */ 473 */
474int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
466 rv_vector rv; 477 rv_vector rv;
467 sint16 x,y; 478 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 479 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
470 481
471 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
472 483
473 if (rv.distance<mindiff) return 0; 484 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 485 return 0;
726}
727 486
728void confirm_password(object *op) { 487 x = mon->x;
488 y = mon->y;
489 m = mon->map;
490 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
493 /* If we can't solve it within the search distance, return now. */
494 if (diff > max)
495 return 0;
496 while (diff > 1 && max > 0)
497 {
498 lastx = x;
499 lasty = y;
500 lastmap = m;
501 x = lastx + freearr_x[dir];
502 y = lasty + freearr_y[dir];
729 503
504 mflags = get_map_flags (m, &m, x, y, &x, &y);
505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
506
507 /* Space is blocked - try changing direction a little */
508 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
511 /* recalculate direction from last good location. Possible
512 * we were not traversing ideal location before.
513 */
514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
515 if (rv.direction != dir)
516 {
517 /* OK - says direction should be different - lets reset the
518 * the values so it will try again.
519 */
520 x = lastx;
521 y = lasty;
522 m = lastmap;
523 dir = firstdir = rv.direction;
524 }
525 else
526 {
527 /* direct path is blocked - try taking a side step to
528 * either the left or right.
529 * Note increase the values in the loop below to be
530 * more than -1/1 respectively will mean the monster takes
531 * bigger detour. Have to be careful about these values getting
532 * too big (3 or maybe 4 or higher) as the monster may just try
533 * stepping back and forth
534 */
535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
538 continue; /* already did this, so skip it */
539 /* Use lastdir here - otherwise,
540 * since the direction that the creature should move in
541 * may change, you could get infinite loops.
542 * ie, player is northwest, but monster can only
543 * move west, so it does that. It goes some distance,
544 * gets blocked, finds that it should move north,
545 * can't do that, but now finds it can move east, and
546 * gets back to its original point. lastdir contains
547 * the last direction the creature has successfully
548 * moved.
549 */
550
551 x = lastx + freearr_x[absdir (lastdir + i)];
552 y = lasty + freearr_y[absdir (lastdir + i)];
553 m = lastmap;
554 mflags = get_map_flags (m, &m, x, y, &x, &y);
555 if (mflags & P_OUT_OF_MAP)
556 continue;
557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
560 if (mflags & P_BLOCKSVIEW)
561 continue;
562
563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
565 }
566 /* go through entire loop without finding a valid
567 * sidestep to take - thus, no valid path.
568 */
569 if (i == (DETOUR_AMOUNT + 1))
570 return 0;
571 diff--;
572 lastdir = dir;
573 max--;
574 if (!firstdir)
575 firstdir = dir + i;
576 } /* else check alternate directions */
577 } /* if blocked */
578 else
579 {
580 /* we moved towards creature, so diff is less */
581 diff--;
582 max--;
583 lastdir = dir;
584 if (!firstdir)
585 firstdir = dir;
586 }
587 if (diff <= 1)
588 {
589 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance.
591 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
594 }
595 if (diff > max)
596 return 0;
597 }
598 /* If we reached the max, didn't find a direction in time */
599 if (!max)
600 return 0;
601
602 return firstdir;
603}
604
605void
606give_initial_items (object *pl, treasurelist * items)
607{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612
613 for (op = pl->inv; op; op = next)
614 {
615 next = op->below;
616
617 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way
619 */
620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
621 SET_FLAG (op, FLAG_APPLIED);
622
623 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions
625 */
626 if (pl->type == PLAYER)
627 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
629 (op->type == ARMOUR || op->type == BOOTS ||
630 op->type == CLOAK || op->type == HELMET ||
631 op->type == SHIELD || op->type == GLOVES ||
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 {
634 op->destroy ();
635 continue;
636 }
637 }
638
639 /* This really needs to be better - we should really give
640 * a substitute spellbook. The problem is that we don't really
641 * have a good idea what to replace it with (need something like
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */
645 if (op->type == SPELLBOOK || op->type == SKILL)
646 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 {
655 op->destroy ();
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
657 continue;
658 }
659
660 if (op->nrof > 1)
661 op->nrof = 1;
662 }
663
664 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668
669 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be
671 * merged properly.
672 */
673 if (need_identify (op))
674 {
675 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
680 {
681 op->destroy ();
682 continue;
683 }
684 else if (op->type == SKILL)
685 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0;
688 op->level = 1;
689 }
690 /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */
694
695 /* Need to set up the skill pointers */
696 link_player_skills (pl);
697}
698
699void
700get_name (object *op)
701{
730 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
731 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733} 781}
734 782
783void
735void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
736 if (party == NULL) { 786 if (party == NULL)
787 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 789 return;
739 } 790 }
740 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 795}
745 796
746 797
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int
748int roll_stat(void) { 800roll_stat (void)
801{
749 int a[4],i,j,k; 802 int a[4], i, j, k;
750 803
751 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
753 806
754 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 808 if (a[i] < k)
756 k=a[i],j=i; 809 k = a[i], j = i;
757 810
758 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j)
760 k+=a[i];
761 } 812 {
813 if (i != j)
814 k += a[i];
815 }
762 return k; 816 return k;
763} 817}
764 818
819void
765void roll_stats(object *op) { 820roll_stats (object *op)
821{
766 int sum=0; 822 int sum = 0;
767 int i = 0, j = 0; 823 int i = 0, j = 0;
768 int statsort[7]; 824 int statsort[7];
769 825
826 do
770 do { 827 {
771 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
772 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
773 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
774 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
775 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
776 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
777 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
779 op->stats.Con+op->stats.Wis+op->stats.Pow+ 836 }
780 op->stats.Cha;
781 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
782 838
783 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
791 847
792 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
793 do { 850 {
794 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
795 j = statsort[i]; 853 j = statsort[i];
796 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j; 855 statsort[i + 1] = j;
798 i = 0; 856 i = 0;
799 } else { 857 }
800 i++; 858 else
801 } 859 {
860 i++;
861 }
862 }
802 } while (i < 6); 863 while (i < 6);
803 864
804 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
811 872
812 873
813 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
820 881
821 op->level=1; 882 op->level = 1;
822 op->stats.exp=0; 883 op->stats.exp = 0;
823 op->stats.ac=0; 884 op->stats.ac = 0;
824 885
825 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
828 889
829 fix_player(op); 890 fix_player (op);
830 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
834} 895}
835 896
897void
836void Roll_Again(object *op) 898Roll_Again (object *op)
837{ 899{
838 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840} 903}
841 904
905void
842void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
843{ 907{
844 signed char tmp; 908 signed char tmp;
845 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
846 910
847 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
851 return; 916 return;
852 } 917 }
853 918
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
855 920
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858 922
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
860 924
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0; 934 op->stats.ac = 0;
871 935
872 op->level=1; 936 op->level = 1;
873 op->stats.exp=0; 937 op->stats.exp = 0;
874 op->stats.ac=0; 938 op->stats.ac = 0;
875 939
876 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
879 943
880 fix_player(op); 944 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
885 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
886} 950}
887 951
888 952
889/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats 956 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how 957 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
895 */ 959 */
960int
896int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
897{ 962{
898 int keynum = key -'0'; 963 int keynum = key - '0';
899 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
901 966
902 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
903 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
904 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
907 } 974 }
908 else 975 else
909 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
910 977
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
912 return 1; 979 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 } 980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
922 992
923#if 0 993#if 0
924 /* So that enter_exit will put us at startx/starty */ 994 /* So that enter_exit will put us at startx/starty */
925 op->x= -1; 995 op->x = -1;
926 996
927 enter_exit(op,NULL); 997 enter_exit (op, NULL);
928#endif 998#endif
929 SET_ANIMATION(op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
931 add_statbonus(op); 1001 add_statbonus (op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg) 1005 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
936 return 0; 1007 return 0;
937 } 1008 }
938 case 'y': 1009 case 'y':
939 case 'Y': 1010 case 'Y':
940 roll_stats(op); 1011 roll_stats (op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
942 return 1; 1013 return 1;
943 1014
944 case 'q': 1015 case 'q':
945 case 'Q': 1016 case 'Q':
946 play_again(op); 1017 play_again (op);
947 return 1; 1018 return 1;
948 1019
949 default: 1020 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
951 return 0; 1022 return 0;
952 } 1023 }
953 return 0; 1024 return 0;
954} 1025}
955 1026
956/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
960 * not the class. 1031 * not the class.
961 */ 1032 */
962 1033
1034int
963int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
964{ 1036{
965 int tmp_loop; 1037 int tmp_loop;
966 1038
967 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
968 remove_ob(op); 1041 op->remove ();
969 play_again(op); 1042 play_again (op);
970 return 0; 1043 return 0;
971 } 1044 }
972 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
973 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
974 1048
975 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 1051
979 /* Lauwenmark : Here we handle the BORN global event */ 1052 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
981 1055
982 /* Lauwenmark : We then generate a LOGIN event */ 1056 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1058
984 op->contr->state=ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
985 1060
986 if (op->msg) { 1061 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 1062 op->msg = NULL;
989 }
990 1063
991 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
992 * to save here. 1065 * to save here.
993 */ 1066 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 1068 make_path_to_file (buf);
996 1069
997#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
999#endif 1072#endif
1000 start_info(op); 1073 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 1076 link_player_skills (op);
1004 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
1005 fix_player(op); 1078 fix_player (op);
1006 1079
1007 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
1008 * is one for this race 1081 * is one for this race
1009 */ 1082 */
1010 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
1011 object *tmp; 1085 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1015 first_map_ext_path, op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 1089 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 1090 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1022 * default initial map */ 1095 * default initial map */
1023 free_object(tmp); 1096 tmp->destroy ();
1097 }
1024 } else { 1098 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 1100
1101 return 0;
1102 }
1103
1030 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1032 */ 1106 */
1033 1107
1034 tmp_loop = 0; 1108 tmp_loop = 0;
1035 while(!tmp_loop) { 1109 while (!tmp_loop)
1036 const char *name = add_string (op->name); 1110 {
1111 shstr name = op->name;
1037 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1038 remove_statbonus(op); 1114 remove_statbonus (op);
1039 remove_ob (op); 1115 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1118 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 1120 op->name = op->name_pl = name;
1044 op->name = name; 1121 op->x = x;
1045 free_string(op->name_pl); 1122 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op); 1126 add_statbonus (op);
1054 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 1128 }
1129
1058 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 1132 fix_player (op);
1061 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1064 if (op->msg) 1137 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 1141 return 0;
1068} 1142}
1069 1143
1144int
1070int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1071{ 1146{
1072 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1073 1148
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1075 op->contr->state=ST_PLAYING; 1151 op->contr->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1153 return 1;
1078 } 1154 }
1079 1155
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1082 terminate_all_pets(op); 1159 terminate_all_pets (op);
1083 leave_map(op); 1160 leave_map (op);
1084 op->direction=0; 1161 op->direction = 0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1086 "%s quits the game.",op->name);
1087 1163
1088 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1165 check_score (op);
1090 op->contr->party=NULL; 1166 op->contr->party = NULL;
1091 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1093 1169
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1095 mapstruct *mp, *next; 1171 {
1172 maptile *mp, *next;
1096 1173
1097 /* We need to hunt for any per player unique maps in memory and 1174 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional, 1175 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname 1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */ 1177 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1103 next = mp->next; 1181 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1105 delete_map(mp); 1183 delete_map (mp);
1106 } 1184 }
1107 1185
1108 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1109 } 1187 }
1188
1110 play_again(op); 1189 play_again (op);
1111 return 1; 1190 return 1;
1112} 1191}
1113 1192
1193void
1114void flee_player(object *op) { 1194flee_player (object *op)
1195{
1115 int dir,diff; 1196 int dir, diff;
1116 rv_vector rv; 1197 rv_vector rv;
1117 1198
1118 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1202 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1203 return;
1122 } 1204 }
1123 1205
1124 if(op->enemy==NULL) { 1206 if (op->enemy == NULL)
1207 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1208 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1210 return;
1128 } 1211 }
1129 1212
1130 /* Seen some crashes here. Since we don't store an 1213 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1214 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1215 * actual enemy, and the object is recycled.
1133 */ 1216 */
1134 if (op->enemy->map == NULL) { 1217 if (op->enemy->map == NULL)
1218 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1219 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1220 op->enemy = NULL;
1137 return; 1221 return;
1138 } 1222 }
1139 1223
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 {
1141 op->enemy=NULL; 1226 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1228 return;
1144 } 1229 }
1230
1145 get_rangevector(op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1146 1232
1147 dir=absdir(4+rv.direction); 1233 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1234 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1235 {
1236 int m = 1 - (RANDOM () & 2);
1237
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 return;
1240 }
1241
1155 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1244 op->enemy = NULL;
1158} 1245}
1159 1246
1160 1247
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1248/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1249 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1250 * stop.
1164 */ 1251 */
1252int
1165int check_pick(object *op) { 1253check_pick (object *op)
1254{
1166 object *tmp, *next; 1255 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1256 int stop = 0;
1169 int j, k, wvratio; 1257 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1171 1259
1172
1173 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1175 return 1; 1262 return 1;
1176 1263
1177 op_tag = op->count;
1178
1179 next = op->below; 1264 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1265
1183 /* loop while there are items on the floor that are not marked as 1266 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1267 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1186 { 1269 {
1187 tmp = next; 1270 tmp = next;
1188 next = tmp->below; 1271 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1272
1192 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1193 return 0; 1274 return 0;
1194 1275
1195 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1196 continue; 1277 continue;
1197 1278
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1280 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1282 pick_up (op, tmp);
1202 continue; 1283 continue;
1203 } 1284 }
1204 1285
1205 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1207 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1290 {
1209 case 1: pick_up (op, tmp); 1291 case 0:
1210 return 1; 1292 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1293 case 1:
1212 return 0; 1294 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1295 return 1;
1214 case 4: pick_up (op, tmp); 1296 case 2:
1215 break; 1297 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1298 return 0;
1217 stop = 1; 1299 case 3:
1218 break; 1300 return 0; /* stop before pickup */
1219 case 6: 1301 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1302 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1303 break;
1222 pick_up(op, tmp); 1304 case 5:
1223 break; 1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1224 1312
1225 case 7: 1313 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1315 pick_up (op, tmp);
1228 break; 1316 break;
1229 1317
1230 default: 1318 default:
1231 /* use value density */ 1319 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1322 pick_up (op, tmp);
1235 >= op->contr->mode) 1323 }
1236 pick_up(op,tmp); 1324 }
1237 } 1325 else
1238 } 1326 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1242 { 1329 {
1243 /* some debugging code to figure out item information */ 1330 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1331 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1334 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1253 1338
1254 sprintf(putstring,"...flags: "); 1339 sprintf (putstring, "...flags: ");
1255 for(k=0;k<4;k++) 1340 for (k = 0; k < 4; k++)
1256 { 1341 {
1257 for(j=0;j<32;j++) 1342 for (j = 0; j < 32; j++)
1258 { 1343 {
1259 if((tmp->flags[k]>>j)&0x01) 1344 if ((tmp->flags[k] >> j) & 0x01)
1260 { 1345 {
1261 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1262 strcat(putstring, tmpstr); 1347 strcat (putstring, tmpstr);
1263 } 1348 }
1264 } 1349 }
1265 } 1350 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1267 1352
1268#if 0 1353#if 0
1269 /* print the flags too */ 1354 /* print the flags too */
1270 for(k=0;k<4;k++) 1355 for (k = 0; k < 4; k++)
1271 { 1356 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1273 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1274 { 1359 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1276 if(!((j+1)%4))fprintf(stderr," "); 1361 if (!((j + 1) % 4))
1277 } 1362 fprintf (stderr, " ");
1363 }
1278 fprintf(stderr," [%d]\n", k*32); 1364 fprintf (stderr, " [%d]\n", k * 32);
1279 } 1365 }
1280#endif 1366#endif
1281 } 1367 }
1282 /* philosophy: 1368 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 1369 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 1370 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 1371 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 1372 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 1373 * example.
1288 * The drawback: right now it has no frontend, so you need to 1374 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 1375 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 1376 * convert to decimal and then 'pickup <#>
1291 */ 1377 */
1292 1378
1293 /* the first two modes are exclusive: if NOTHING we return, if 1379 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 1380 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 1381 * meaning if any test passes, the item gets picked up. */
1296 1382
1297 /* if mode is set to pick nothing up, return */ 1383 /* if mode is set to pick nothing up, return */
1298 1384
1299 if(op->contr->mode & PU_NOTHING) return 1; 1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1300 1387
1301 /* if mode is set to stop when encountering objects, return */ 1388 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 1389 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 1390 * anything up */
1304 1391
1305 if(op->contr->mode & PU_STOP) return 0; 1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1306 1394
1307 /* useful for going into stores and not losing your settings... */ 1395 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 1396 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 1397 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1311 1400
1312 /* prevent us from turning into auto-thieves :) */ 1401 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue;
1314 1404
1315 /* ignore known cursed objects */ 1405 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407 continue;
1317 1408
1318 /* all food and drink if desired */ 1409 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 1410 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 1411 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 1412 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1413 {
1414 pick_up (op, tmp);
1415 continue;
1416 }
1417
1323 if(op->contr->mode & PU_DRINK) 1418 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1420 {
1421 pick_up (op, tmp);
1422 continue;
1423 }
1326 1424
1327 if(op->contr->mode & PU_POTION) 1425 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 1426 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1330 1431
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 1432 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 1433 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 1434 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1335 if(op->contr->mode & PU_SKILLSCROLL) 1440 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 1441 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1338 if(op->contr->mode & PU_READABLES) 1447 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1341 1453
1342 /* wands/staves/rods/horns */ 1454 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1346 1461
1347 /* pick up all magical items */ 1462 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1463 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1351 1469
1352 if(op->contr->mode & PU_VALUABLES) 1470 if (op->contr->mode & PU_VALUABLES)
1353 { 1471 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1472 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1473 {
1356 } 1474 pick_up (op, tmp);
1475 continue;
1476 }
1477 }
1357 1478
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1479 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1480 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1481 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1362 1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1363 /* bows and arrows. Bows are good for selling! */ 1495 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1496 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1497 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1367 if(op->contr->mode & PU_ARROW) 1503 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1504 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1370 1509
1371 /* all kinds of armor etc. */ 1510 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1511 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1512 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1375 if(op->contr->mode & PU_HELMET) 1518 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1519 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1378 if(op->contr->mode & PU_SHIELD) 1525 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1526 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1381 if(op->contr->mode & PU_BOOTS) 1532 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1533 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1384 if(op->contr->mode & PU_GLOVES) 1539 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1540 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1387 if(op->contr->mode & PU_CLOAK) 1546 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1547 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1390 1552
1391 /* hoping to catch throwing daggers here */ 1553 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1554 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1395 1560
1396 /* careful: chairs and tables are weapons! */ 1561 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1562 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1563 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1564 if (tmp->type == WEAPON && tmp->name != NULL)
1400 { 1565 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 {
1404 } 1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1405 if(tmp->type == WEAPON && tmp->name==NULL) 1574 if (tmp->type == WEAPON && tmp->name == NULL)
1406 { 1575 {
1407 if(strstr(tmp->arch->name,"table")==NULL && 1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1408 strstr(tmp->arch->name,"chair")==NULL) 1577 {
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1578 pick_up (op, tmp);
1410 } 1579 continue;
1411 } 1580 }
1581 }
1582 }
1412 1583
1413 /* misc stuff that's useful */ 1584 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1585 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1417 1591
1418 /* any of the last 4 bits set means we use the ratio for value 1592 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1593 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1594 if (op->contr->mode & PU_RATIO)
1421 { 1595 {
1422 /* use value density to decide what else to grab */ 1596 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1597 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1598 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1428 { 1602 {
1429 pick_up(op, tmp); 1603 pick_up (op, tmp);
1430#if 0 1604#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1606 if (tmp->name != NULL)
1607 {
1433 fprintf(stderr,"%s", tmp->name); 1608 fprintf (stderr, "%s", tmp->name);
1434 } 1609 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1610 else
1611 fprintf (stderr, "%s", tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1438#endif 1614#endif
1439 continue; 1615 continue;
1440 } 1616 }
1617 }
1618 } /* the new pickup model */
1441 } 1619 }
1442 } /* the new pickup model */ 1620
1443 }
1444 return ! stop; 1621 return !stop;
1445} 1622}
1446 1623
1447/* 1624/*
1448 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1627 * found object is returned.
1451 */ 1628 */
1629object *
1452object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1453{ 1631{
1454 object *tmp = NULL; 1632 object *tmp = NULL;
1455 1633
1456 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1636 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1461 return op; 1638 return op;
1462 return tmp; 1639 return tmp;
1463} 1640}
1464 1641
1465/* 1642/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1644 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1645 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1646 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1647 */
1471 1648
1649object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1651{
1474 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1476 1654
1477 if (!type) 1655 if (!type)
1478 return NULL; 1656 return NULL;
1479 1657
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1661 {
1662 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1664 if (i > betterby)
1486 tmp = ntmp; 1665 {
1487 betterby = i; 1666 tmp = ntmp;
1488 } 1667 betterby = i;
1668 }
1669 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1490 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1674 {
1493 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1676 {
1495 return arrow; 1677 *better = 100;
1496 } else { 1678 return arrow;
1497 tmp = arrow; 1679 }
1680 else
1681 {
1682 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1684 }
1500 } else { 1685 }
1686 else
1687 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 {
1502 attacktype = 1<<attacknum; 1690 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1693 {
1694 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1696 }
1508 } 1697 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1699 {
1700 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1701 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1702 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1704 {
1705 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1706 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1707 }
1708 }
1709 }
1517 } 1710 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1712 return find_arrow (op, type);
1522 1713
1523 *better = betterby; 1714 *better = betterby;
1524 return tmp; 1715 return tmp;
1525} 1716}
1526 1717
1527/* looks in a given direction, finds the first valid target, and calls 1718/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1720 * op = the shooter
1530 * type = bow->race 1721 * type = bow->race
1531 * dir = fire direction 1722 * dir = fire direction
1532 */ 1723 */
1533 1724
1725object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1535{ 1727{
1536 object *tmp = NULL; 1728 object *tmp = NULL;
1537 mapstruct *m; 1729 maptile *m;
1538 int i, mflags, found, number; 1730 int i, mflags, found, number;
1539 sint16 x, y; 1731 sint16 x, y;
1540 1732
1541 if (op->map == NULL) 1733 if (op->map == NULL)
1542 return find_arrow(op, type); 1734 return find_arrow (op, type);
1543 1735
1544 /* do a dex check */ 1736 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1738 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1739 return find_arrow (op, type);
1548 1740
1549 m = op->map; 1741 m = op->map;
1550 x = op->x; 1742 x = op->x;
1551 y = op->y; 1743 y = op->y;
1552 1744
1553 /* find the first target */ 1745 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1555 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1559 tmp = NULL; 1753 tmp = NULL;
1560 break; 1754 break;
1755 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1759 * perhaps a bad assumption.
1564 */ 1760 */
1565 tmp = NULL; 1761 tmp = NULL;
1566 break; 1762 break;
1567 } 1763 }
1568 if (mflags & P_IS_ALIVE) { 1764 if (mflags & P_IS_ALIVE)
1765 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1767 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1768 {
1572 break; 1769 found++;
1573 } 1770 break;
1771 }
1574 if (found) 1772 if (found)
1575 break; 1773 break;
1576 } 1774 }
1577 } 1775 }
1578 if (tmp == NULL) 1776 if (tmp == NULL)
1579 return find_arrow(op, type); 1777 return find_arrow (op, type);
1580 1778
1581 if (tmp->head) 1779 if (tmp->head)
1582 tmp = tmp->head; 1780 tmp = tmp->head;
1583 1781
1584 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1585} 1783}
1586 1784
1587/* 1785/*
1588 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1790 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1791 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1792 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1793 * player fire modes.
1596 */ 1794 */
1795int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1797{
1600 object *left, *bow; 1798 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1799 int bowspeed, mflags;
1603 mapstruct *m; 1800 maptile *m;
1604 1801
1605 if (!dir) { 1802 if (!dir)
1803 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1805 return 0;
1608 } 1806 }
1807
1609 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1611 else { 1810 else
1811 {
1612 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1813 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1814 * don't need to switch back and forth between bows and weapons.
1615 */ 1815 */
1616 if(bow->type==BOW) 1816 if (bow->type == BOW)
1617 break; 1817 break;
1618 1818
1619 if (!bow) { 1819 if (!bow)
1820 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1822 return 0;
1622 } 1823 }
1623 } 1824 }
1825
1624 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1829 return 0;
1627 } 1830 }
1628 1831
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1833
1631 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1634 if (bowspeed < 1) 1838 if (bowspeed < 1)
1635 bowspeed = 1; 1839 bowspeed = 1;
1636 1840
1637 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1639 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1848 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1850 return 0;
1646 } 1851 }
1647 } 1852 }
1853
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1856 return 0;
1651 } 1857
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1861 return 0;
1655 } 1862 }
1656 1863
1657 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1866 {
1867 arrow->destroy ();
1868 return 0;
1869 }
1663 1870
1664 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1876 return 0;
1670 return 0;
1671 } 1877 }
1672 set_owner(arrow, op); 1878
1673 if (arrow->skill) free_string(arrow->skill); 1879 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1880 arrow->skill = bow->skill;
1675 1881
1676 arrow->direction=dir; 1882 arrow->direction = dir;
1677 arrow->x = sx; 1883 arrow->x = sx;
1678 arrow->y = sy; 1884 arrow->y = sy;
1679 1885
1680 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1889 fix_player (op);
1683 } 1890 }
1684 1891
1685 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1691 1898
1692 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1694 */ 1901 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1700 /* update the speed */ 1905 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1908
1706 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1708 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1709 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1710 1913
1711 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1919
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1921 }
1922 else
1923 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1925 arrow->level = op->level;
1723 } 1926 }
1927
1724 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1726 if (bow->slaying != NULL) 1931 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1932 arrow->slaying = bow->slaying;
1728 1933
1729 arrow->map = m; 1934 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1937
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0); 1939 insert_ob_in_map (arrow, m, op, 0);
1736 1940
1737 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1942 move_arrow (arrow);
1739 1943
1740 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1743 else 1948 else
1744 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1745 } 1950 }
1951
1746 return 1; 1952 return 1;
1747} 1953}
1748 1954
1749/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1956 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1960 * hence the function name.
1755 */ 1961 */
1962int
1756int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1757{ 1964{
1758 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1759 1966
1760 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1968 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1970 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1974 wcmod = -1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1976 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1988
1778 } else { 1989 }
1990 else
1991 {
1779 /* Simple case */ 1992 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1994 }
1782 return ret; 1995 return ret;
1783} 1996}
1784 1997
1785 1998
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1788 */ 2001 */
2002void
1789void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1790{ 2004{
1791 object *item; 2005 object *item;
1792 2006
1793 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 2010 return;
1796 } 2011 }
1797 2012
1798 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 2014 if (!item->inv)
2015 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 2017 return;
1802 } 2018 }
1803 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1804 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 2025 return;
1808 } 2026 }
2027 }
1809 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 2033 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2035 else
1815 else 2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 2037 return;
1819 } 2038 }
1820 } 2039 }
1821 2040
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1825 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
1826 object *tmp; 2047 {
1827 if (item->arch) { 2048 object *tmp;
2049
2050 if (item->arch)
2051 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1830 item->speed = 0; 2054 item->speed = 0;
1831 update_ob_speed(item); 2055 update_ob_speed (item);
1832 } 2056 }
1833 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 2059 }
1836 } 2060 }
1837 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1838 drain_rod_charge(item); 2063 drain_rod_charge (item);
1839 } 2064 }
1840 } 2065 }
1841} 2066}
1842 2067
1843/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1844 */ 2069 */
2070void
1845void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1846 int spellcost=0; 2073 int spellcost = 0;
1847 2074
1848 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1850 2078
1851 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1852 case range_none: 2081 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 2082 return;
1889 default: 2083
2084 case range_bow:
2085 player_fire_bow (op, dir);
2086 return;
2087
2088 case range_magic: /* Casting spells */
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2090 return;
2091
2092 case range_misc:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 2120 return;
1892 } 2121 }
1893} 2122}
1894 2123
1895 2124
1896 2125
1903 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1906 */ 2135 */
1907 2136
2137object *
1908object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1909{ 2139{
1910 object *tmp,*key; 2140 object *tmp, *key;
1911 2141
1912 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1914 2145
1915 /* First, lets try to find a key in the top level inventory */ 2146 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1918 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1920 */ 2153 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 2155 break;
1923 } 2156 }
1924 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 2158 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 2159 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 2160 * a key, return
1928 */ 2161 */
1929 if (!tmp) { 2162 if (!tmp)
2163 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1931 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
2171 }
2172 }
2173 if (!tmp)
2174 return NULL;
1934 } 2175 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 2176 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 2177 * see if we actually want to use it
1940 */ 2178 */
1941 if (pl!=container) { 2179 if (pl != container)
2180 {
1942 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1944 /* cases where this fails: 2184 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 2186 * are not in the players inventory.
1947 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1948 * containers can be used. 2188 * containers can be used.
1949 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1953 * 2193 *
1954 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1955 * all the others. 2195 * all the others.
1956 */ 2196 */
1957 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 2200 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2203 return NULL;
1966 } 2204 }
1967 } 2205 }
1968 return tmp; 2206 return tmp;
1969} 2207}
1970 2208
1971/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1974 * 0 otherwise 2212 * 0 otherwise
1975 */ 2213 */
2214static int
1976static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1977{ 2216{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1982 */ 2220 */
1983 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1984 2222
1985 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1986 if (key) { 2224 if (key)
2225 {
1987 object *container=key->env; 2226 object *container = key->env;
1988 2227
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2236 }
1995 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1997 "You open the door with the %s", query_short_name(key)); 2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2241 }
2000 /* Do this after we print the message */ 2242 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
2003 if (container != op) 2245 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
2006 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
2007 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2253 return 1;
2010 } 2254 }
2011 return 0; 2255 return 0;
2012} 2256}
2013 2257
2014/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2019 */ 2263 */
2020 2264void
2021void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2022{ 2266{
2023 object *tmp, *mon, *tpl; 2267 object *tmp, *mon;
2024 sint16 nx, ny; 2268 sint16 nx, ny;
2025 int on_battleground; 2269 int on_battleground;
2026 mapstruct *m; 2270 maptile *m;
2027 2271
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2272 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2273 ny = freearr_y[dir] + op->y;
2032 2274
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2034 2276
2035 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2281 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2282 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2283 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2284 * move_ob uses.
2043 */ 2285 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2291 if (!m)
2048 } 2292 return; /* Don't think this should happen */
2049 else m =tpl->map; 2293 }
2050 2294 else
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2053 return; 2300 return;
2054 } 2301 }
2055 2302
2056 mon = NULL; 2303 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2307 * on the space
2061 */ 2308 */
2062 while (tmp!=NULL) { 2309 while (tmp)
2310 {
2063 if (tmp == op) { 2311 if (tmp == op)
2064 tmp=tmp->above; 2312 {
2065 continue; 2313 tmp = tmp->above;
2066 } 2314 continue;
2315 }
2316
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2318 {
2069 break; 2319 mon = tmp;
2070 } 2320 break;
2321 }
2322
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2324 mon = tmp;
2325
2073 tmp=tmp->above; 2326 tmp = tmp->above;
2074 } 2327 }
2075 2328
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2330 return; /* into a wall */
2078 2331
2079 if(mon->head != NULL) 2332 if (mon->head)
2080 mon = mon->head; 2333 mon = mon->head;
2081 2334
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2336 if (player_attack_door (op, mon))
2337 return;
2084 2338
2085 /* The following deals with possibly attacking peaceful 2339 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2340 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2341 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2342 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2343 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2344 * and thus will not push them.
2091 */ 2345 */
2092 2346
2093 /* If the creature is a pet, push it even if the player is not 2347 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2348 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2096 */ 2350 */
2097 if ((op->type==PLAYER) 2351 if ((op->type == PLAYER)
2098#if COZY_SERVER 2352#if COZY_SERVER
2099 && 2353 &&
2100 ( 2354 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2356#else
2106 && get_owner(mon)==op 2357 && mon->owner == op
2107#endif 2358#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2360 {
2110 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2362 if (op->contr->braced)
2363 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2365 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2115 return; 2368 return;
2116 } 2369 }
2117 2370
2118 /* in certain circumstances, you shouldn't attack friendly 2371 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2372 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2373 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2374 * attack them either.
2122 */ 2375 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2128#else 2383#else
2129 op->contr->peaceful && 2384 op->contr->peaceful &&
2130#endif 2385#endif
2131 !on_battleground 2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2132 )) { 2389 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2391 (void) push_ob (mon, dir, op);
2136 } else { 2392 }
2393 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2395
2396 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op);
2398 }
2399
2142 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2401 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2402 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2404 {
2146 recursive_roll(mon,dir,op); 2405 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2406 if (action_makes_visible (op))
2148 } 2407 make_visible (op);
2408 }
2149 2409
2150 /* Any generic living creature. Including things like doors. 2410 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2411 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2412 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2413 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2414 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2415 */
2156 2416
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2419 {
2160 2420
2161 /* If the player hasn't hit something this tick, and does 2421 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2422 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2423 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2424 * incurred a 1 tick offset.
2165 */ 2425 */
2166 if (!op->contr->has_hit) { 2426 if (!op->contr->has_hit)
2427 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2429
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2431 }
2171 2432
2172 skill_attack(mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2173 2434
2174 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2438 * the wiz.
2178 */ 2439 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2441 {
2181 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2443
2182 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2185 } 2447 }
2186 if(action_makes_visible(op)) make_visible(op); 2448
2187 } 2449 if (action_makes_visible (op))
2450 make_visible (op);
2451 }
2188 } /* if player should attack something */ 2452 } /* if player should attack something */
2189} 2453}
2190 2454
2455int
2191int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2192 int pick; 2458 int pick;
2193 object *transport = op->contr->transport;
2194 2459
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 op->direction = dir;
2494 else
2495 op->direction = 0;
2496
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2257} 2503}
2258 2504
2259/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2506 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2508 * the new speed values for commands.
2263 * 2509 *
2264 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2265 */ 2511 */
2512int
2266int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2267{ 2514{
2268 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2269 op->invisible = 1000; 2517 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2273 */ 2521 */
2274 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2523 op->invisible--;
2275 } 2524 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2277 op->invisible--; 2527 op->invisible--;
2278 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2279 make_visible(op); 2530 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2532 }
2282 } 2533 }
2283 2534
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2285 flee_player(op); 2537 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2288 op->speed_left--; 2541 op->speed_left--;
2289 return 0; 2542 return 0;
2290 } 2543 }
2291 } 2544 }
2292 2545
2293 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2547 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2548 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2549 * put this in a a workaround to clean up the golem pointer.
2297 */ 2550 */
2298 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2553
2305 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2556 * called, so we recheck it here.
2308 */ 2557 */
2309 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2310 if (op->speed_left<0) return 0; 2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 } 2560 ;
2561
2562 if (op->speed_left < 0)
2324 return 0; 2563 return 0;
2325}
2326 2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580
2581 return 0;
2582}
2583
2584int
2327int save_life(object *op) { 2585save_life (object *op)
2328 object *tmp; 2586{
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2588 return 0;
2589
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598
2599 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2602 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp;
2604
2605 if (op->stats.food < 0)
2606 op->stats.food = 999;
2607
2608 fix_player (op);
2609 return 1;
2610 }
2611
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 enter_player_savebed (op); /* bring him home. */
2615 return 0;
2355} 2616}
2356 2617
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2618/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2619 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2620 * function will descend into containers. op is the object to start the search
2360 * from. 2621 * from.
2361 */ 2622 */
2623void
2362void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2363{ 2625{
2364 object *next; 2626 object *next;
2365 2627
2366 while (op) { 2628 while (op)
2629 {
2367 next=op->below; /* Make sure we have a good value, in case 2630 next = op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op' 2631 * we remove object 'op'
2369 */ 2632 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2634 {
2635 op->remove ();
2372 op->x = env->x; 2636 op->x = env->x;
2373 op->y = env->y; 2637 op->y = env->y;
2374 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2377 } 2641 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env); 2642 else if (op->inv)
2379 op=next; 2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2380 } 2646 }
2381} 2647}
2382 2648
2383 2649
2384/* 2650/*
2386 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2390 */ 2656 */
2657char *
2391char *gravestone_text (object *op) 2658gravestone_text (object *op)
2392{ 2659{
2393 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2662 time_t now = time (NULL);
2396 2663
2397 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2667 else
2401 sprintf (buf, "%s\n", op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2671 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2674 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2678 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2683 strcat (buf2, buf);
2414 } 2684 }
2685
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2418 return buf2; 2690 return buf2;
2419} 2691}
2420 2692
2421 2693
2422 2694
2695void
2423void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2424 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2427 int i; 2701 int i;
2428 int rate_hp = 1200; 2702 int rate_hp = 1200;
2429 int rate_sp = 2500; 2703 int rate_sp = 2500;
2430 int rate_grace = 2000; 2704 int rate_grace = 2000;
2431 const int max_hp = 1; 2705 const int max_hp = 1;
2432 const int max_sp = 1; 2706 const int max_sp = 1;
2433 const int max_grace = 1; 2707 const int max_grace = 1;
2434 2708
2435 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2714 }
2441 2715
2442 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->state == ST_PLAYING)
2717 {
2443 2718
2444 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2723 else
2724 {
2449 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2727 }
2452 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2730 else
2731 {
2455 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2734 }
2458 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2737 else
2738 {
2461 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2741 }
2464 2742
2465 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2747 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2748 {
2749 op->stats.sp++;
2470 /* dms do not consume food */ 2750 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2752 {
2753 op->stats.food--;
2473 if(op->contr->digestion<0) 2754 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2755 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2478 } 2784 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2785
2499 /* Regenerate Grace */ 2786 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2788 if (--op->last_grace < 0)
2789 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2790 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2791 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2792 if (max_grace > 1)
2793 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2795 if (over_grace > 0)
2507 op->stats.sp += over_grace 2796 {
2797 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2798 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2799 op->last_grace = 0;
2510 } else { 2800 }
2801 else
2802 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2803 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2804 }
2513 } else { 2805 }
2806 else
2807 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2809 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2517 } 2811 }
2518 2812
2519 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2521 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2817 {
2818 op->stats.hp++;
2523 /* dms do not consume food */ 2819 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2821 {
2822 op->stats.food--;
2526 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2826 op->stats.food = last_food;
2827 }
2828 }
2829 if (max_hp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2835 op->last_heal = 0;
2836 }
2837 else
2838 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2840 }
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2531 } 2846 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2847
2547 /* Digestion */ 2848 /* Digestion */
2548 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2549#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2854#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2856#endif
2557 2857
2558 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2860 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 /* dms do not consume food */ 2862 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2864 op->stats.food--;
2865 }
2565 } 2866 }
2566 2867
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 {
2568 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2569 2871
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2881 break;
2577 } 2882 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2884 flesh = tmp;
2580 } /* end of for loop */ 2885 } /* End if paid for object */
2886 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so 2887 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2888 * eat flesh instead.
2583 */ 2889 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2587 } 2894 }
2588 } /* end if player is starving */ 2895 } /* end if player is starving */
2589 2896
2590 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2591 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2592 2899
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2594 kill_player(op); 2901 kill_player (op);
2595} 2902}
2596 2903
2597 2904
2598 2905
2599/* If the player should die (lack of hp, food, etc), we call this. 2906/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2907 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2908 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2909 * file.
2603 */ 2910 */
2911void
2604void kill_player(object *op) 2912kill_player (object *op)
2605{ 2913{
2606 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2607 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2609 int z; 2920 /* int z;
2610 int num_stats_lose; 2921 int num_stats_lose;
2611 int lost_a_stat; 2922 int lost_a_stat;
2612 int lose_this_stat; 2923 int lose_this_stat;
2613 int this_stat; 2924 int this_stat; */
2614 int will_kill_again; 2925 int will_kill_again;
2615 archetype *at; 2926 archetype *at;
2616 object *tmp; 2927 object *tmp;
2617 2928
2618 if(save_life(op)) 2929 if (save_life (op))
2619 return; 2930 return;
2620 2931
2621 2932
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2934 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2936 */
2626 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2628 "You have been defeated in combat!"); 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2941
2631
2632 /* restore player */ 2942 /* restore player */
2633 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2635 if (tmp) { 2945 if (tmp)
2636 remove_ob(tmp); 2946 {
2637 free_object(tmp); 2947 tmp->destroy ();
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2949 }
2640 2950
2641 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2643 if (tmp) { 2953 if (tmp)
2644 remove_ob(tmp); 2954 {
2645 free_object(tmp); 2955 tmp->destroy ();
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2957 }
2648 2958
2649 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2652 2962 op->stats.food = 999;
2963
2653 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2655 if (tmp != NULL) 2966 if (tmp != NULL)
2656 { 2967 {
2657 sprintf(buf,"%s's finger",op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2969 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2971 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2973 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2668 }
2669 2978 }
2979
2670 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2982 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2983 return;
2984 }
2679 2985
2986 INVOKE_PLAYER (DEATH, op->contr);
2987
2680 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2681 2989
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2685 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 2996 op->stats.food = 999;
2689 return; 2997 return;
2690 } 2998 }
2691 sprintf(buf,"%s starved to death.",op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2693 } 3003 {
2694 else {
2695 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2699 return; 3009 return;
2700 } 3010 }
2701 sprintf(buf,"%s died.",op->name); 3011 sprintf (buf, "%s died.", &op->name);
2702 } 3012 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 3014
2705 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2707 3019
2708 3020
2709 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 3024 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 3025 * See the config.h file for a little more in depth detail about this.
2713 */ 3026 */
2714 3027
2715 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 3030 * of death.
2718 */ 3031 */
2719#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2721 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 3036 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 3037 more if they do. */
2724 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 3040 little bit harder. */
2727 /* GD */ 3041 /* GD */
2728 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 3043 num_stats_lose = 1;
2730 else 3044 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 3046 }
3047 else
3048 {
2733 num_stats_lose = 1; 3049 num_stats_lose = 1;
2734 } 3050 }
2735 lost_a_stat = 0; 3051 lost_a_stat = 0;
2736 3052
2737 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2738 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2739 3056
2740 if (settings.stat_loss_on_death) { 3057 if (settings.stat_loss_on_death)
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754 3058 {
2755 dep = present_arch_in_ob(deparch,op); 3059 /* Pick a random stat and take a point off it. Tell the player
2756 if(!dep) { 3060 * what he lost.
2757 dep = arch_to_object(deparch); 3061 */
2758 insert_ob_in_ob(dep, op); 3062 change_attr_value (&(op->stats), i, -1);
2759 } 3063 check_stat_bounds (&(op->stats));
2760 lose_this_stat = 1; 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2761 if (settings.balanced_stat_loss) { 3065 check_stat_bounds (&(op->contr->orig_stats));
2762 /* GD */ 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2763 /* Get the stat that we're about to deplete. */ 3067 lost_a_stat = 1;
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 3068 }
2788 if (lose_this_stat) { 3069 else
3070 {
3071 /* deplete a stat */
3072 archetype *deparch = archetype::find ("depletion");
3073 object *dep;
3074
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 {
3078 dep = arch_to_object (deparch);
3079 insert_ob_in_ob (dep, op);
3080 }
3081 lose_this_stat = 1;
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0)
3088 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 3120 * and should be roughly the same, so it shouldn't make a
2794 * difference. 3121 * difference.
2795 */ 3122 */
2796 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2797 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 3128 fix_player (op);
2801 lost_a_stat = 1; 3129 lost_a_stat = 1;
2802 } 3130 }
2803 } 3131 }
2804 } 3132 }
2805 } 3133 }
2806 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 3135 if (!lost_a_stat)
2808 { 3136 {
2809 /* determine_god() seems to not work sometimes... why is this? 3137 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 3138 Should I be using something else? GD */
2811 const char *god = determine_god(op); 3139 const char *god = determine_god (op);
3140
2812 if (god && (strcmp(god, "none"))) 3141 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 3143 else
2815 " you.", god); 3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else 3145 }
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3146#else
2818 " feel a holy presence protecting you."); 3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2819 }
2820#endif 3148#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 3149
2824 /* Put a gravestone up where the character 'almost' died. List the 3150 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 3151 * exp loss on the stone.
2826 */ 3152 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 3153 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 3154 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 3155 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 3156 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 3157 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 3159 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 3160 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 3161 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 3162
2841 /**************************************/ 3163 /**************************************/
2842 /* */ 3164 /* */
2843 /* Subtract the experience points, */ 3165 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 3166 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 3167 /* food, and reset HP's... */
2846 /* */ 3168 /* */
2847 /**************************************/ 3169 /**************************************/
2848 3170
2849 /* remove any poisoning and confusion the character may be suffering.*/ 3171 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 3172 /* restore player */
2851 at = find_archetype("poisoning"); 3173 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 3174 tmp = present_arch_in_ob (at, op);
2853 if (tmp) { 3175
2854 remove_ob(tmp); 3176 if (tmp)
2855 free_object(tmp); 3177 {
3178 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 3180 }
2858 3181
2859 at = find_archetype("confusion"); 3182 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 3183 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 3184 if (tmp)
2862 remove_ob(tmp); 3185 {
2863 free_object(tmp); 3186 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 3188 }
3189
2866 cure_disease(op,0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
2867 3191
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 3192 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 3193 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 3196 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 3199
2875 /* 3200 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 3201 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 3202 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 3203 * in the map.
2879 */ 3204 */
2880 3205
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3206 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 3207 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 3208
2889 /****************************************/ 3209 /****************************************/
2890 /* */ 3210 /* */
2891 /* Move player to his current respawn- */ 3211 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 3212 /* position (usually last savebed) */
2893 /* */ 3213 /* */
2894 /****************************************/ 3214 /****************************************/
2895 3215
2896 enter_player_savebed(op); 3216 enter_player_savebed (op);
2897 3217
2898 /* Save the player before inserting the force to reduce 3218 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3219 * chance of abuse.
2900 */ 3220 */
2901 op->contr->braced=0; 3221 op->contr->braced = 0;
2902 save_player(op,1); 3222 save_player (op, 1);
2903 3223
2904 /* it is possible that the player has blown something up 3224 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3227 * on the space that might harm the player.
2908 */ 3228 */
2909 will_kill_again=0; 3229 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
2913 } 3233
2914 if (will_kill_again) { 3234 if (will_kill_again)
3235 {
2915 object *force; 3236 object *force;
2916 int at; 3237 int at;
2917 3238
2918 force=get_archetype(FORCE_NAME); 3239 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3240 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3241 force->speed = 0.1;
2921 force->speed_left=-5.0; 3242 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3243 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3244 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 3245 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3246 force->resist[at] = 100;
2926 } 3247
2927 insert_ob_in_ob(force, op); 3248 insert_ob_in_ob (force, op);
2928 fix_player(op); 3249 fix_player (op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3250
3251 }
3252
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return; 3254 return;
2940 } /* NOT_PERMADETH */ 3255 } /* NOT_PERMADETH */
2941 else { 3256 else
3257 {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement. 3259 * should probably be embedded in an else statement.
2944 */ 3260 */
2945 3261
2946 op->contr->party=NULL; 3262 op->contr->party = NULL;
2947 if (settings.set_title == TRUE) 3263 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0'; 3264 op->contr->own_title[0] = '\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2950 check_score(op); 3266 check_score (op);
3267
2951 if(op->contr->ranges[range_golem]!=NULL) { 3268 if (op->contr->ranges[range_golem])
3269 {
2952 remove_friendly_object(op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]); 3271 op->contr->ranges[range_golem]->destroy ();
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL; 3272 op->contr->ranges[range_golem] = 0;
2956 op->contr->golem_count=0; 3273 }
2957 } 3274
2958 loot_object(op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
2959 remove_ob(op); 3276 op->remove ();
2960 op->direction=0; 3277 op->direction = 0;
2961 3278
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
2963 delete_character(op->name,0); 3281 delete_character (op->name, 0);
2964 if (settings.resurrection == TRUE) { 3282 if (settings.resurrection == TRUE)
3283 {
2965 /* save playerfile sans equipment when player dies 3284 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection 3285 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely 3286 ** type spells will work on them nicely
2968 */ 3287 */
2969 delete_character(op->name,0); 3288 delete_character (op->name, 0);
2970 op->stats.hp = op->stats.maxhp; 3289 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999; 3290 op->stats.food = 999;
2972 3291
2973 /* set the location of where the person will reappear when */ 3292 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */ 3293 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname); 3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL) 3295 if (op->map != NULL)
2977 op->map = NULL; 3296 op->map = NULL;
2978 op->x = settings.emergency_x; 3297 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y; 3298 op->y = settings.emergency_y;
2980 save_player(op,0); 3299 save_player (op, 0);
2981 op->map = map; 3300 op->map = map;
2982 /* please see resurrection.c: peterm */ 3301 /* please see resurrection.c: peterm */
2983 dead_player(op); 3302 dead_player (op);
2984 } else { 3303 }
3304 else
2985 delete_character(op->name,1); 3305 delete_character (op->name, 1);
2986 } 3306 }
2987 } 3307
2988 play_again(op); 3308 play_again (op);
2989 3309
2990 /* peterm: added to create a corpse at deathsite. */ 3310 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl")); 3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
2992 sprintf(buf,"%s", op->name); 3312 sprintf (buf, "%s", &op->name);
2993 FREE_AND_COPY(tmp->name, buf); 3313 tmp->name = tmp->name_pl = buf;
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level; 3314 tmp->level = op->level;
2996 tmp->x=x;tmp->y=y; 3315 tmp->x = x;
2997 if (tmp->msg) 3316 tmp->y = y;
2998 free_string(tmp->msg); 3317 tmp->msg = gravestone_text (op);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE); 3318 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0); 3319 insert_ob_in_map (tmp, map, NULL, 0);
3002 } 3320 }
3003} 3321}
3004 3322
3005 3323
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3324void
3325loot_object (object *op)
3326{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3327 object *tmp, *tmp2, *next;
3008 3328
3009 if (op->container) { /* close open sack first */ 3329 if (op->container)
3330 { /* close open sack first */
3010 esrv_apply_container (op, op->container); 3331 esrv_apply_container (op, op->container);
3011 } 3332 }
3012 3333
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3335 {
3014 next=tmp->below; 3336 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3337 if (tmp->invisible)
3016 remove_ob(tmp); 3338 continue;
3339 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3341 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3342 { /* empty container to ground */
3020 } 3343 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3344 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3346 {
3023 if(tmp->nrof>1) { 3347 if (tmp->nrof > 1)
3348 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3350 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 }
3353 else
3354 tmp->destroy ();
3355 }
3027 } else 3356 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3358 }
3032} 3359}
3033 3360
3034/* 3361/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3363 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3364 * was changed.
3038 */ 3365 */
3039 3366
3367void
3040void fix_weight(void) { 3368fix_weight (void)
3369{
3041 player *pl; 3370 player *pl;
3371
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
3044 if(old == sum) 3376 if (old == sum)
3045 continue; 3377 continue;
3046 fix_player(pl->ob); 3378 fix_player (pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3380 }
3050} 3381}
3051 3382
3383void
3052void fix_luck(void) { 3384fix_luck (void)
3385{
3053 player *pl; 3386 player *pl;
3387
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3057} 3391}
3058 3392
3059 3393
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3063 */ 3397 */
3064 3398
3399void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3400cast_dust (object *op, object *throw_ob, int dir)
3401{
3066 object *skop, *spob; 3402 object *skop, *spob;
3067 3403
3068 skop = find_skill_by_name(op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3069 3405
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3408 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3409 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3410 return;
3074 return;
3075 } 3411 }
3412
3076 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3414
3415 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3416 // not pass NULL to cast_spell (which did indeed check itself, but
3417 // errors should be reported as early as possible IMHO)
3418 if (!spob)
3419 {
3420 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3421 return;
3422 }
3423
3077 if (op->type==PLAYER && spob) 3424 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3426
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3428
3429 throw_ob->destroy ();
3430}
3431
3432void
3086void make_visible (object *op) { 3433make_visible (object *op)
3434{
3087 op->hide = 0; 3435 op->hide = 0;
3088 op->invisible = 0; 3436 op->invisible = 0;
3089 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3090 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3440 op->contr->invis_race = 0;
3092 } 3441 }
3093 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3094} 3443}
3095 3444
3445int
3096int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3097 object *tmp=NULL; 3448 object *tmp = NULL;
3098 3449
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3100 3452
3101 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0; 3453 return 0;
3106} 3454}
3107 3455
3108/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3458 * indicate greater hideability.
3111 */ 3459 */
3112 3460
3461int
3113int hideability(object *ob) { 3462hideability (object *ob)
3463{
3114 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3115 sint16 x,y; 3465 sint16 x, y;
3116 3466
3117 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3118 3469
3119 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3121 3472
3122 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3474 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3126 3478
3127 /* scan through all nearby squares for terrain to hide in */ 3479 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3488 level += 2;
3133 else /* open terrain! */ 3489 else /* open terrain! */
3134 level -= 1; 3490 level -= 1;
3135 } 3491 }
3136 3492
3137#if 0 3493#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3495#endif
3140 return level; 3496 return level;
3141} 3497}
3142 3498
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3503 */
3148 3504
3505void
3149void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3509 object *skop;
3152 3510
3153 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3154 3513
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3515
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3516 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3159 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3522 make_visible (op);
3162 return; 3523 return;
3163 } else num += 20; 3524 }
3525 else
3526 num += 20;
3164 } 3527 }
3165 num += op->map->difficulty; 3528 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3530 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3169 make_visible(op); 3533 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3536 }
3173 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 } 3540 }
3176} 3541}
3177 3542
3178/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3179 3544
3545int
3180int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3181 object *tmp=NULL; 3548 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3550 maptile *m;
3184 sint16 x,y; 3551 sint16 x, y;
3185 3552
3186 if(!who) return 0; 3553 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3554 return 0;
3555
3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3561
3562 /* search adjacent squares */
3563 for (i = 1; i < 9; i++)
3564 {
3565 x = who->x + freearr_x[i];
3566 y = who->y + freearr_y[i];
3567 m = who->map;
3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3569 /* space must be blocked if there is a monster. If not
3570 * blocked, don't need to check this space.
3571 */
3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3575 continue;
3576
3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3580 return 1;
3581 else if (tmp->type == PLAYER)
3582 {
3583 /*don't let a hidden DM prevent you from hiding */
3584 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3585 return 1;
3586 }
3587 }
3588 }
3589 return 0;
3216} 3590}
3217 3591
3218/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3594 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3601 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3602 * -b.t.
3229 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3230 */ 3604 */
3231 3605
3606int
3232int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3233 rv_vector rv; 3609 rv_vector rv;
3234 int dx,dy; 3610 int dx, dy;
3235 3611
3236 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3615 return -1;
3263 op = op->more;
3264 } 3616 }
3617 if (!pl || !op)
3265 return 0; 3618 return 0;
3619
3620 if (op->head)
3621 {
3622 op = op->head;
3623 }
3624 get_rangevector (pl, op, &rv, 0x1);
3625
3626 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any
3628 * part that is in the los array but isnt on
3629 * a blocked los square.
3630 * we use the archetype to figure out offsets.
3631 */
3632 while (op)
3633 {
3634 dx = rv.distance_x + op->arch->clone.x;
3635 dy = rv.distance_y + op->arch->clone.y;
3636
3637 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 return 1;
3645 op = op->more;
3646 }
3647 return 0;
3266} 3648}
3267 3649
3268/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3654 * return 0.
3273 */ 3655 */
3656int
3274int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3275 3659
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3663 return 0;
3279 3664
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3281 3667
3282 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3672 return 1;
3286 } 3673 }
3287 } 3674 }
3288 return 0; 3675 return 0;
3289} 3676}
3290 3677
3291/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3681 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3682 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3683 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3684 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3685 */
3686int
3299int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3300 object *tmp; 3689 object *tmp;
3301 3690
3302 /* A battleground-tile needs the following attributes to be valid: 3691 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3315 object *invtmp; 3707 object *invtmp;
3708
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3713 if (x != NULL && y != NULL)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3715 return 1;
3716 }
3717 }
3718 }
3319 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3721 return 1;
3322 } 3722 }
3323 } 3723 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3724 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3332 return 0; 3726 return 0;
3333} 3727}
3334 3728
3335/* 3729/*
3339 * attributes: 3733 * attributes:
3340 * object *who the dragon player 3734 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3342 * int level ability level 3736 * int level ability level
3343 */ 3737 */
3738void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3746 int i = 0, j = 0;
3351 3747
3352 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3361 3757
3362 if (trlist == NULL || who->type != PLAYER) 3758 if (trlist == NULL || who->type != PLAYER)
3363 return; 3759 return;
3364 3760
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3762
3367
3368 if (tr == NULL || tr->item == NULL) { 3763 if (tr == NULL || tr->item == NULL)
3764 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3766 return;
3371 } 3767 }
3372 3768
3373 /* everything seems okay - now bring on the gift: */ 3769 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3770 item = &(tr->item->clone);
3375 3771
3376 if (item->type == SPELL) { 3772 if (item->type == SPELL)
3773 {
3377 if (check_spell_known (who, item->name)) 3774 if (check_spell_known (who, item->name))
3378 return; 3775 return;
3379 3776
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3777 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3778 do_learn_spell (who, item, 0);
3382 return; 3779 return;
3383 } 3780 }
3384 3781
3385 /* grant direct spell */ 3782 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3783 if (item->type == SPELLBOOK)
3784 {
3387 if (!item->inv) { 3785 if (!item->inv)
3786 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3787 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3788 return;
3391 } 3789 }
3392 if (check_spell_known (who, item->inv->name)) 3790 if (check_spell_known (who, item->inv->name))
3393 return; 3791 return;
3394 if (item->invisible) { 3792 if (item->invisible)
3793 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3794 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3795 do_learn_spell (who, item->inv, 0);
3397 return; 3796 return;
3398 } 3797 }
3399 } 3798 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3801 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3802 {
3402 3803
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3805 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3806 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3407 */ 3808 */
3408 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3409 /* Give new attacktype */ 3811 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3411 3813
3412 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3414 3816
3415 if (item->msg != NULL) 3817 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3819
3418 /* Give player new face */ 3820 /* Give player new face */
3419 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3420 who->face = skop->face; 3823 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3826 who->last_anim = 0;
3424 who->state = 0; 3827 who->state = 0;
3425 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3426 } 3829 }
3830 }
3831 }
3427 } 3832 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3431 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3836 object *skin;
3837
3433 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3435 skin=skin->below); 3840 if (skin == NULL)
3436 if (skin == NULL) return; 3841 return;
3437 3842
3438 /* adding new spellpath attunements */ 3843 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3846 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3847
3442 /* print message */ 3848 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3849 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3850 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3851 {
3446 if (j) 3852 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3853 {
3448 else 3854 if (j)
3449 j = 1; 3855 strcat (buf, " and ");
3856 else
3857 j = 1;
3450 strcat(buf, spellpathnames[i]); 3858 strcat (buf, spellpathnames[i]);
3451 } 3859 }
3452 } 3860 }
3453 strcat(buf,"."); 3861 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3862 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3863 }
3456 3864
3457 /* evtl. adding flags: */ 3865 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3866 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3867 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3868 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3869 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3870 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3871 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3872
3465 /* print message if there is one */ 3873 /* print message if there is one */
3466 if (item->msg != NULL) 3874 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876 }
3877 else
3468 } 3878 {
3469 else {
3470 /* generate misc. treasure */ 3879 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3880 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3881 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3882 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3883 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3884 esrv_send_item (who, tmp);
3476 } 3885 }
3477} 3886}
3478 3887
3479/** 3888/**
3480 * Unready an object for a player. This function does nothing if the object was 3889 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3890 * not readied.
3482 */ 3891 */
3892void
3483void player_unready_range_ob(player *pl, object *ob) { 3893player_unready_range_ob (player *pl, object *ob)
3894{
3484 rangetype i; 3895 rangetype i;
3485 3896
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898 {
3487 if (pl->ranges[i] == ob) { 3899 if (pl->ranges[i] == ob)
3900 {
3488 pl->ranges[i] = NULL; 3901 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) { 3902 if (pl->shoottype == i)
3903 {
3490 pl->shoottype = range_none; 3904 pl->shoottype = range_none;
3491 } 3905 }
3492 } 3906 }
3493 } 3907 }
3494} 3908}

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