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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
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 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
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); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 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); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
188 return 1; 196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 player *tmp; 217 {
218 p = new player;
208 219
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 220 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 221 * 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 222 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
217 * 'who'. 224 * 'who'.
218 */ 225 */
219 tmp=first_player; 226 player *tmp = first_player;
227
220 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 229 tmp = tmp->next;
222 if(tmp!=NULL) 230 if (tmp != NULL)
223 tmp->next=p; 231 tmp->next = p;
224 else 232 else
225 first_player=p; 233 first_player = p;
226 234
227 p->next = NULL; 235 p->next = NULL;
228 } 236 }
229 237
230 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
231 * for next and socket. 239 * for next and socket.
232 */ 240 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
234 242
235 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 244 * we deal with that below this point.
237 */ 245 */
238 p->party=NULL; 246 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 250 p->Swap_First = -1;
243 251
244#ifdef AUTOSAVE 252#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
246#endif 254#endif
247 255
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 257
250 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 259 p->ob = op;
252 op->speed_left=0.5; 260 op->speed_left = 0.5;
253 op->speed=1.0; 261 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 263 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 266
259 roll_stats(op); 267 roll_stats (op);
260 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
261 clear_los(op); 269 clear_los (op);
262 270
263 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
264 p->last_speed= -1; 272 p->last_speed = -1;
265 p->shoottype=range_none; 273 p->shoottype = range_none;
266 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 275 p->petmode = pet_normal;
268 p->listening=10; 276 p->listening = 10;
269 p->usekeys=containers; 277 p->usekeys = containers;
270 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 280 p->do_los = 1;
273 p->explore=0; 281 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
275 283
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
279 286
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 288
282 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
285 * at zero. 292 * at zero.
286 */ 293 */
287 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
288 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
290 } 298 }
291 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
292 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
293 } 302 }
294 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
296 305
297 p->socket.update_look=0; 306 p->socket.update_look = 0;
298 p->socket.look_position=0; 307 p->socket.look_position = 0;
299 return p; 308 return p;
300} 309}
301
302 310
303/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
304static void set_first_map(object *op) 313set_first_map (object *op)
305{ 314{
306 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 316 op->x = -1;
308 op->y = -1; 317 op->y = -1;
309 enter_exit(op, NULL); 318 enter_exit (op, NULL);
310} 319}
311 320
312/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
314 * mode. 323 * mode.
315 */ 324 */
316 325
326int
317int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
318 player *p; 329 player *p;
319 330
320 p=get_player(NULL); 331 p = get_player (NULL);
321 p->socket = *ns; 332 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 339 * on the uncoming socket.
329 */ 340 */
330 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 342 set_first_map (p->ob);
332 343
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
335 send_rules(p->ob); 346 send_rules (p->ob);
336 send_news(p->ob); 347 send_news (p->ob);
337 display_motd(p->ob); 348 display_motd (p->ob);
338 get_name(p->ob); 349 get_name (p->ob);
339 return 0; 350 return 0;
340} 351}
341 352
342/* 353/*
343 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
346 */ 357 */
358archetype *
347archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
348{ 360{
349 archetype *start = at; 361 archetype *start = at;
362
350 for (;;) { 363 for (;;)
364 {
351 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
352 at=first_archetype; 366 at = first_archetype;
353 else 367 else
354 at=at->next; 368 at = at->next;
355 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
356 return at; 370 return at;
357 if (at == start) { 371 if (at == start)
372 {
358 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 374 exit (-1);
360 } 375 }
361 } 376 }
362} 377}
363 378
364 379
380object *
365object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
366 object *op = NULL; 383 object *op = NULL;
367 player *pl = NULL; 384 player *pl = NULL;
368 objectlink *ol; 385 objectlink *ol;
369 unsigned lastdist; 386 unsigned lastdist;
370 rv_vector rv; 387 rv_vector rv;
371 388
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390 {
373 /* We should not find free objects on this friendly list, but it 391 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
377 */ 395 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
379 object *tmp=ol->ob; 398 object *tmp = ol->ob;
380 399
381 /* Can't do much more other than log the fact, because the object 400 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 401 * itself will have been cleared.
383 */ 402 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 404 ol = ol->next;
386 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
387 if (!ol) return op; 406 if (!ol)
388 } 407 return op;
408 }
389 409
390 /* Remove special check for player from this. First, it looks to cause 410 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 413 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
396 */ 416 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 418 continue;
399 419
400 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
401 op=ol->ob; 422 op = ol->ob;
402 lastdist=rv.distance; 423 lastdist = rv.distance;
403 } 424 }
404 } 425 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
407 430
408 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
409 op=pl->ob; 432 {
410 lastdist=rv.distance; 433 op = pl->ob;
411 } 434 lastdist = rv.distance;
412 } 435 }
436 }
413 } 437 }
414#if 0 438#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 440#endif
417 return op; 441 return op;
418} 442}
419 443
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 444/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 445 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 484 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 485 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 486 * is blocking itself.
463 */ 487 */
488int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
465 rv_vector rv; 491 rv_vector rv;
466 sint16 x,y; 492 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 494 maptile *m, *lastmap;
469 495
470 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
471 497
472 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 499 return 0;
725}
726 500
727void confirm_password(object *op) { 501 x = mon->x;
502 y = mon->y;
503 m = mon->map;
504 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
507 /* If we can't solve it within the search distance, return now. */
508 if (diff > max)
509 return 0;
510 while (diff > 1 && max > 0)
511 {
512 lastx = x;
513 lasty = y;
514 lastmap = m;
515 x = lastx + freearr_x[dir];
516 y = lasty + freearr_y[dir];
728 517
518 mflags = get_map_flags (m, &m, x, y, &x, &y);
519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
520
521 /* Space is blocked - try changing direction a little */
522 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
525 /* recalculate direction from last good location. Possible
526 * we were not traversing ideal location before.
527 */
528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
529 if (rv.direction != dir)
530 {
531 /* OK - says direction should be different - lets reset the
532 * the values so it will try again.
533 */
534 x = lastx;
535 y = lasty;
536 m = lastmap;
537 dir = firstdir = rv.direction;
538 }
539 else
540 {
541 /* direct path is blocked - try taking a side step to
542 * either the left or right.
543 * Note increase the values in the loop below to be
544 * more than -1/1 respectively will mean the monster takes
545 * bigger detour. Have to be careful about these values getting
546 * too big (3 or maybe 4 or higher) as the monster may just try
547 * stepping back and forth
548 */
549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
552 continue; /* already did this, so skip it */
553 /* Use lastdir here - otherwise,
554 * since the direction that the creature should move in
555 * may change, you could get infinite loops.
556 * ie, player is northwest, but monster can only
557 * move west, so it does that. It goes some distance,
558 * gets blocked, finds that it should move north,
559 * can't do that, but now finds it can move east, and
560 * gets back to its original point. lastdir contains
561 * the last direction the creature has successfully
562 * moved.
563 */
564
565 x = lastx + freearr_x[absdir (lastdir + i)];
566 y = lasty + freearr_y[absdir (lastdir + i)];
567 m = lastmap;
568 mflags = get_map_flags (m, &m, x, y, &x, &y);
569 if (mflags & P_OUT_OF_MAP)
570 continue;
571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
574 if (mflags & P_BLOCKSVIEW)
575 continue;
576
577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
579 }
580 /* go through entire loop without finding a valid
581 * sidestep to take - thus, no valid path.
582 */
583 if (i == (DETOUR_AMOUNT + 1))
584 return 0;
585 diff--;
586 lastdir = dir;
587 max--;
588 if (!firstdir)
589 firstdir = dir + i;
590 } /* else check alternate directions */
591 } /* if blocked */
592 else
593 {
594 /* we moved towards creature, so diff is less */
595 diff--;
596 max--;
597 lastdir = dir;
598 if (!firstdir)
599 firstdir = dir;
600 }
601 if (diff <= 1)
602 {
603 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance.
605 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
608 }
609 if (diff > max)
610 return 0;
611 }
612 /* If we reached the max, didn't find a direction in time */
613 if (!max)
614 return 0;
615
616 return firstdir;
617}
618
619void
620give_initial_items (object *pl, treasurelist * items)
621{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626
627 for (op = pl->inv; op; op = next)
628 {
629 next = op->below;
630
631 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way
633 */
634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
635 SET_FLAG (op, FLAG_APPLIED);
636
637 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions
639 */
640 if (pl->type == PLAYER)
641 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
643 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 {
648 remove_ob (op);
649 free_object (op);
650 continue;
651 }
652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
661 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
679 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683
684 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be
686 * merged properly.
687 */
688 if (need_identify (op))
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
695 {
696 remove_ob (op);
697 free_object (op);
698 continue;
699 }
700 else if (op->type == SKILL)
701 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0;
704 op->level = 1;
705 }
706 /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */
710
711 /* Need to set up the skill pointers */
712 link_player_skills (pl);
713}
714
715void
716get_name (object *op)
717{
729 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 796}
733 797
798void
734void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
735 if (party == NULL) { 801 if (party == NULL)
802 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 804 return;
738 } 805 }
739 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 810}
744 811
745 812
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
747int roll_stat(void) { 815roll_stat (void)
816{
748 int a[4],i,j,k; 817 int a[4], i, j, k;
749 818
750 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
752 821
753 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 823 if (a[i] < k)
755 k=a[i],j=i; 824 k = a[i], j = i;
756 825
757 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 827 {
828 if (i != j)
829 k += a[i];
830 }
761 return k; 831 return k;
762} 832}
763 833
834void
764void roll_stats(object *op) { 835roll_stats (object *op)
836{
765 int sum=0; 837 int sum = 0;
766 int i = 0, j = 0; 838 int i = 0, j = 0;
767 int statsort[7]; 839 int statsort[7];
768 840
841 do
769 do { 842 {
770 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
778 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
781 853
782 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
790 862
791 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
792 do { 865 {
793 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
794 j = statsort[i]; 868 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 870 statsort[i + 1] = j;
797 i = 0; 871 i = 0;
798 } else { 872 }
799 i++; 873 else
800 } 874 {
875 i++;
876 }
877 }
801 } while (i < 6); 878 while (i < 6);
802 879
803 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
810 887
811 888
812 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
819 896
820 op->level=1; 897 op->level = 1;
821 op->stats.exp=0; 898 op->stats.exp = 0;
822 op->stats.ac=0; 899 op->stats.ac = 0;
823 900
824 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
827 904
828 fix_player(op); 905 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
833} 910}
834 911
912void
835void Roll_Again(object *op) 913Roll_Again (object *op)
836{ 914{
837 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 918}
840 919
920void
841void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
842{ 922{
843 signed char tmp; 923 signed char tmp;
844 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
845 925
846 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 931 return;
851 } 932 }
852 933
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 935
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857 937
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 939
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 949 op->stats.ac = 0;
870 950
871 op->level=1; 951 op->level = 1;
872 op->stats.exp=0; 952 op->stats.exp = 0;
873 op->stats.ac=0; 953 op->stats.ac = 0;
874 954
875 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
878 958
879 fix_player(op); 959 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
885} 965}
886 966
887 967
888/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
894 */ 974 */
975int
895int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
896{ 977{
897 int keynum = key -'0'; 978 int keynum = key - '0';
898 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 981
901 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
902 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
903 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 989 }
907 else 990 else
908 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
909 992
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 994 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 } 995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
921 1007
922#if 0 1008#if 0
923 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 1010 op->x = -1;
925 1011
926 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
927#endif 1013#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1016 add_statbonus (op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1020 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1022 return 0;
936 } 1023 }
937 case 'y': 1024 case 'y':
938 case 'Y': 1025 case 'Y':
939 roll_stats(op); 1026 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1028 return 1;
942 1029
943 case 'q': 1030 case 'q':
944 case 'Q': 1031 case 'Q':
945 play_again(op); 1032 play_again (op);
946 return 1; 1033 return 1;
947 1034
948 default: 1035 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1037 return 0;
951 } 1038 }
952 return 0; 1039 return 0;
953} 1040}
954 1041
955/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
959 * not the class. 1046 * not the class.
960 */ 1047 */
961 1048
1049int
962int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
963{ 1051{
964 int tmp_loop; 1052 int tmp_loop;
965 1053
966 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
967 remove_ob(op); 1056 remove_ob (op);
968 play_again(op); 1057 play_again (op);
969 return 0; 1058 return 0;
970 } 1059 }
971 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
972 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
973 1063
974 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
977 1067
978 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
980 1070
981 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
982 1072
983 if (op->msg) { 1073 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1074 op->msg = NULL;
986 }
987 1075
988 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
989 * to save here. 1077 * to save here.
990 */ 1078 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1080 make_path_to_file (buf);
993 1081
994#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
996#endif 1084#endif
997 start_info(op); 1085 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1088 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1002 fix_player(op); 1090 fix_player (op);
1003 1091
1004 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1005 * is one for this race 1093 * is one for this race
1006 */ 1094 */
1007 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1008 object *tmp; 1097 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1012 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1101 tmp = get_object ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1019 * default initial map */ 1107 * default initial map */
1020 free_object(tmp); 1108 free_object (tmp);
1109 }
1021 } else { 1110 else
1111 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1113 }
1024 return 0; 1114 return 0;
1025 } 1115 }
1026 1116
1027 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1029 */ 1119 */
1030 1120
1031 tmp_loop = 0; 1121 tmp_loop = 0;
1032 while(!tmp_loop) { 1122 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1034 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1035 remove_statbonus(op); 1127 remove_statbonus (op);
1036 remove_ob (op); 1128 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1131 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1133 op->name = op->name_pl = name;
1042 op->name = name; 1134 op->x = x;
1043 free_string(op->name_pl); 1135 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1139 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1141 }
1142
1056 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1145 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1062 if (op->msg) 1150 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 1154 return 0;
1066} 1155}
1067 1156
1157int
1068int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1069{ 1159{
1070 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1071 1161
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1073 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1166 return 1;
1076 } 1167 }
1077 1168
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1080 1171
1081 terminate_all_pets(op); 1172 terminate_all_pets (op);
1082 leave_map(op); 1173 leave_map (op);
1083 op->direction=0; 1174 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1176
1087 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1178 check_score (op);
1089 op->contr->party=NULL; 1179 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1092 1182
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1184 {
1185 maptile *mp, *next;
1095 1186
1096 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1190 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1102 next = mp->next; 1194 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1196 delete_map (mp);
1105 } 1197 }
1106 1198
1107 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1108 } 1200 }
1201
1109 play_again(op); 1202 play_again (op);
1110 return 1; 1203 return 1;
1111} 1204}
1112 1205
1206void
1113void flee_player(object *op) { 1207flee_player (object *op)
1208{
1114 int dir,diff; 1209 int dir, diff;
1115 rv_vector rv; 1210 rv_vector rv;
1116 1211
1117 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1216 return;
1121 } 1217 }
1122 1218
1123 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1223 return;
1127 } 1224 }
1128 1225
1129 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1132 */ 1229 */
1133 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1233 op->enemy = NULL;
1136 return; 1234 return;
1137 } 1235 }
1138 1236
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1140 op->enemy=NULL; 1239 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1241 return;
1143 } 1242 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1145 1244
1146 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 1247 {
1248 int m = 1 - (RANDOM () & 2);
1249
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return;
1253 }
1254 }
1154 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1257 op->enemy = NULL;
1157} 1258}
1158 1259
1159 1260
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1263 * stop.
1163 */ 1264 */
1265int
1164int check_pick(object *op) { 1266check_pick (object *op)
1267{
1165 object *tmp, *next; 1268 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1269 int stop = 0;
1168 int j, k, wvratio; 1270 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1271 char putstring[128], tmpstr[16];
1170 1272
1171
1172 /* if you're flying, you cna't pick up anything */ 1273 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1274 if (op->move_type & MOVE_FLYING)
1174 return 1; 1275 return 1;
1175 1276
1176 op_tag = op->count;
1177
1178 next = op->below; 1277 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1278
1182 /* loop while there are items on the floor that are not marked as 1279 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1280 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1281 while (next && !next->destroyed ())
1185 { 1282 {
1186 tmp = next; 1283 tmp = next;
1187 next = tmp->below; 1284 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1285
1191 if (was_destroyed (op, op_tag)) 1286 if (op->destroyed ())
1192 return 0; 1287 return 0;
1193 1288
1194 if ( ! can_pick (op, tmp)) 1289 if (!can_pick (op, tmp))
1195 continue; 1290 continue;
1196 1291
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1293 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1294 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1295 pick_up (op, tmp);
1201 continue; 1296 continue;
1202 } 1297 }
1203 1298
1204 /* high not bit set? We're using the old autopickup model */ 1299 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1300 if (!(op->contr->mode & PU_NEWMODE))
1301 {
1206 switch (op->contr->mode) { 1302 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1303 {
1208 case 1: pick_up (op, tmp); 1304 case 0:
1209 return 1; 1305 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1306 case 1:
1211 return 0; 1307 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1308 return 1;
1213 case 4: pick_up (op, tmp); 1309 case 2:
1214 break; 1310 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1311 return 0;
1216 stop = 1; 1312 case 3:
1217 break; 1313 return 0; /* stop before pickup */
1218 case 6: 1314 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1315 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1316 break;
1221 pick_up(op, tmp); 1317 case 5:
1222 break; 1318 pick_up (op, tmp);
1319 stop = 1;
1320 break;
1321 case 6:
1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1323 pick_up (op, tmp);
1324 break;
1223 1325
1224 case 7: 1326 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1327 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1328 pick_up (op, tmp);
1227 break; 1329 break;
1228 1330
1229 default: 1331 default:
1230 /* use value density */ 1332 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1335 pick_up (op, tmp);
1234 >= op->contr->mode) 1336 }
1235 pick_up(op,tmp); 1337 }
1236 } 1338 else
1237 } 1339 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1340 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1341 if (op->contr->mode & PU_DEBUG)
1241 { 1342 {
1242 /* some debugging code to figure out item information */ 1343 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1344 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1347 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1351
1253 sprintf(putstring,"...flags: "); 1352 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1255 { 1354 {
1256 for(j=0;j<32;j++) 1355 for (j = 0; j < 32; j++)
1257 { 1356 {
1258 if((tmp->flags[k]>>j)&0x01) 1357 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1358 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1359 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1360 strcat (putstring, tmpstr);
1262 } 1361 }
1263 } 1362 }
1264 } 1363 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1365
1267#if 0 1366#if 0
1268 /* print the flags too */ 1367 /* print the flags too */
1269 for(k=0;k<4;k++) 1368 for (k = 0; k < 4; k++)
1270 { 1369 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1371 for (j = 0; j < 32; j++)
1273 { 1372 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1374 if (!((j + 1) % 4))
1276 } 1375 fprintf (stderr, " ");
1376 }
1277 fprintf(stderr," [%d]\n", k*32); 1377 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1378 }
1279#endif 1379#endif
1280 } 1380 }
1281 /* philosophy: 1381 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1382 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 1383 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1384 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1385 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1386 * example.
1287 * The drawback: right now it has no frontend, so you need to 1387 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 1388 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1389 * convert to decimal and then 'pickup <#>
1290 */ 1390 */
1291 1391
1292 /* the first two modes are exclusive: if NOTHING we return, if 1392 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1393 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1394 * meaning if any test passes, the item gets picked up. */
1295 1395
1296 /* if mode is set to pick nothing up, return */ 1396 /* if mode is set to pick nothing up, return */
1297 1397
1298 if(op->contr->mode & PU_NOTHING) return 1; 1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1299 1400
1300 /* if mode is set to stop when encountering objects, return */ 1401 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1402 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1403 * anything up */
1303 1404
1304 if(op->contr->mode & PU_STOP) return 0; 1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1305 1407
1306 /* useful for going into stores and not losing your settings... */ 1408 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1409 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1410 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1310 1413
1311 /* prevent us from turning into auto-thieves :) */ 1414 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue;
1313 1417
1314 /* ignore known cursed objects */ 1418 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1419 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420 continue;
1316 1421
1317 /* all food and drink if desired */ 1422 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1423 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1424 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1425 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue;
1431 }
1322 if(op->contr->mode & PU_DRINK) 1432 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue;
1439 }
1325 1440
1326 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue;
1448 }
1329 1449
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1450 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1451 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1452 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1453 {
1454 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue;
1458 }
1334 if(op->contr->mode & PU_SKILLSCROLL) 1459 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1460 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue;
1466 }
1337 if(op->contr->mode & PU_READABLES) 1467 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1468 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue;
1474 }
1340 1475
1341 /* wands/staves/rods/horns */ 1476 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1477 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1479 {
1480 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue;
1484 }
1345 1485
1346 /* pick up all magical items */ 1486 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1487 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue;
1494 }
1350 1495
1351 if(op->contr->mode & PU_VALUABLES) 1496 if (op->contr->mode & PU_VALUABLES)
1352 { 1497 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1498 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1499 {
1355 } 1500 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue;
1504 }
1505 }
1356 1506
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1507 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1508 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1509 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 if (0)
1513 fprintf (stderr, "JEWELS\n");
1514 continue;
1515 }
1361 1516
1362 /* bows and arrows. Bows are good for selling! */ 1517 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1518 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1519 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1520 {
1521 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue;
1525 }
1366 if(op->contr->mode & PU_ARROW) 1526 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1527 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue;
1533 }
1369 1534
1370 /* all kinds of armor etc. */ 1535 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1536 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1537 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue;
1543 }
1374 if(op->contr->mode & PU_HELMET) 1544 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1545 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue;
1551 }
1377 if(op->contr->mode & PU_SHIELD) 1552 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1553 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue;
1559 }
1380 if(op->contr->mode & PU_BOOTS) 1560 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1561 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue;
1567 }
1383 if(op->contr->mode & PU_GLOVES) 1568 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1569 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue;
1575 }
1386 if(op->contr->mode & PU_CLOAK) 1576 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1577 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1389 1584
1390 /* hoping to catch throwing daggers here */ 1585 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1586 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1588 {
1589 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue;
1593 }
1394 1594
1395 /* careful: chairs and tables are weapons! */ 1595 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1596 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1597 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1598 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1599 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1602 {
1403 } 1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue;
1607 }
1608 }
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1609 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1610 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1612 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1613 pick_up (op, tmp);
1409 } 1614 if (0)
1410 } 1615 fprintf (stderr, "WEAPON\n");
1616 continue;
1617 }
1618 }
1619 }
1411 1620
1412 /* misc stuff that's useful */ 1621 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1622 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1624 {
1625 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue;
1629 }
1416 1630
1417 /* any of the last 4 bits set means we use the ratio for value 1631 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1632 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1633 if (op->contr->mode & PU_RATIO)
1420 { 1634 {
1421 /* use value density to decide what else to grab */ 1635 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1636 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1637 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1638 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1639 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1640 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1641 {
1428 pick_up(op, tmp); 1642 pick_up (op, tmp);
1429#if 0 1643#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1644 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1645 if (tmp->name != NULL)
1646 {
1432 fprintf(stderr,"%s", tmp->name); 1647 fprintf (stderr, "%s", tmp->name);
1433 } 1648 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1649 else
1650 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1651 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1652 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1653#endif
1438 continue; 1654 continue;
1439 } 1655 }
1656 }
1657 } /* the new pickup model */
1440 } 1658 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1659 return !stop;
1444} 1660}
1445 1661
1446/* 1662/*
1447 * Find an arrow in the inventory and after that 1663 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1664 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1665 * found object is returned.
1450 */ 1666 */
1667object *
1451object *find_arrow(object *op, const char *type) 1668find_arrow (object *op, const char *type)
1452{ 1669{
1453 object *tmp = NULL; 1670 object *tmp = NULL;
1454 1671
1455 for(op=op->inv; op; op=op->below) 1672 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1674 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1675 else if (op->type == ARROW && op->race == type)
1460 return op; 1676 return op;
1461 return tmp; 1677 return tmp;
1462} 1678}
1463 1679
1464/* 1680/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1682 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1683 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1684 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1685 */
1470 1686
1687object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1688find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1689{
1473 object *tmp = NULL, *arrow, *ntmp; 1690 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1691 int attacknum, attacktype, betterby = 0, i;
1475 1692
1476 if (!type) 1693 if (!type)
1477 return NULL; 1694 return NULL;
1478 1695
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1696 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1697 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1698 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1699 {
1700 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1701 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1702 if (i > betterby)
1485 tmp = ntmp; 1703 {
1486 betterby = i; 1704 tmp = ntmp;
1487 } 1705 betterby = i;
1706 }
1707 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1708 else if (arrow->type == ARROW && arrow->race == type)
1709 {
1489 /* allways prefer assasination/slaying */ 1710 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1711 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1712 {
1492 if (arrow->attacktype & AT_DEATH) { 1713 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1714 {
1494 return arrow; 1715 *better = 100;
1495 } else { 1716 return arrow;
1496 tmp = arrow; 1717 }
1718 else
1719 {
1720 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1721 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1722 }
1499 } else { 1723 }
1724 else
1725 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 {
1501 attacktype = 1<<attacknum; 1728 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1730 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1731 {
1732 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1733 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1734 }
1507 } 1735 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1737 {
1738 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1739 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1740 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1741 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1742 {
1743 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1744 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1745 }
1746 }
1747 }
1516 } 1748 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1749 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1750 return find_arrow (op, type);
1521 1751
1522 *better = betterby; 1752 *better = betterby;
1523 return tmp; 1753 return tmp;
1524} 1754}
1525 1755
1526/* looks in a given direction, finds the first valid target, and calls 1756/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1757 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1758 * op = the shooter
1529 * type = bow->race 1759 * type = bow->race
1530 * dir = fire direction 1760 * dir = fire direction
1531 */ 1761 */
1532 1762
1763object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1764pick_arrow_target (object *op, const char *type, int dir)
1534{ 1765{
1535 object *tmp = NULL; 1766 object *tmp = NULL;
1536 mapstruct *m; 1767 maptile *m;
1537 int i, mflags, found, number; 1768 int i, mflags, found, number;
1538 sint16 x, y; 1769 sint16 x, y;
1539 1770
1540 if (op->map == NULL) 1771 if (op->map == NULL)
1541 return find_arrow(op, type); 1772 return find_arrow (op, type);
1542 1773
1543 /* do a dex check */ 1774 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1775 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1776 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1777 return find_arrow (op, type);
1547 1778
1548 m = op->map; 1779 m = op->map;
1549 x = op->x; 1780 x = op->x;
1550 y = op->y; 1781 y = op->y;
1551 1782
1552 /* find the first target */ 1783 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1784 for (i = 0, found = 0; i < 20; i++)
1785 {
1554 x += freearr_x[dir]; 1786 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1787 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1789 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1790 {
1558 tmp = NULL; 1791 tmp = NULL;
1559 break; 1792 break;
1793 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1794 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1795 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1796 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1797 * perhaps a bad assumption.
1563 */ 1798 */
1564 tmp = NULL; 1799 tmp = NULL;
1565 break; 1800 break;
1566 } 1801 }
1567 if (mflags & P_IS_ALIVE) { 1802 if (mflags & P_IS_ALIVE)
1803 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1804 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1805 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1806 {
1571 break; 1807 found++;
1572 } 1808 break;
1809 }
1573 if (found) 1810 if (found)
1574 break; 1811 break;
1575 } 1812 }
1576 } 1813 }
1577 if (tmp == NULL) 1814 if (tmp == NULL)
1578 return find_arrow(op, type); 1815 return find_arrow (op, type);
1579 1816
1580 if (tmp->head) 1817 if (tmp->head)
1581 tmp = tmp->head; 1818 tmp = tmp->head;
1582 1819
1583 return find_better_arrow(op, tmp, type, &i); 1820 return find_better_arrow (op, tmp, type, &i);
1584} 1821}
1585 1822
1586/* 1823/*
1587 * Creature fires a bow - op can be monster or player. Returns 1824 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1825 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1828 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1829 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1830 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1831 * player fire modes.
1595 */ 1832 */
1833int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1835{
1599 object *left, *bow; 1836 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1837 int bowspeed, mflags;
1602 mapstruct *m; 1838 maptile *m;
1603 1839
1604 if (!dir) { 1840 if (!dir)
1841 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1843 return 0;
1607 } 1844 }
1608 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1846 bow = op->contr->ranges[range_bow];
1610 else { 1847 else
1848 {
1611 for(bow=op->inv; bow; bow=bow->below) 1849 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1850 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1851 * don't need to switch back and forth between bows and weapons.
1614 */ 1852 */
1615 if(bow->type==BOW) 1853 if (bow->type == BOW)
1616 break; 1854 break;
1617 1855
1618 if (!bow) { 1856 if (!bow)
1857 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1859 return 0;
1621 } 1860 }
1622 } 1861 }
1623 if( !bow->race || !bow->skill) { 1862 if (!bow->race || !bow->skill)
1863 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1865 return 0;
1626 } 1866 }
1627 1867
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1869
1630 /* penalize ROF for bestarrow */ 1870 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1873 if (bowspeed < 1)
1634 bowspeed = 1; 1874 bowspeed = 1;
1635 1875
1636 if (arrow == NULL) { 1876 if (arrow == NULL)
1877 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1878 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 {
1638 if (op->type == PLAYER) 1880 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1883 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1884 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1885 return 0;
1645 } 1886 }
1646 } 1887 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1889 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1890 {
1891 return 0;
1892 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1896 return 0;
1654 } 1897 }
1655 1898
1656 /* this should not happen, but sometimes does */ 1899 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1900 if (arrow->nrof == 0)
1901 {
1658 remove_ob(arrow); 1902 remove_ob (arrow);
1659 free_object(arrow); 1903 free_object (arrow);
1660 return 0; 1904 return 0;
1661 } 1905 }
1662 1906
1663 left = arrow; /* these are arrows left to the player */ 1907 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1908 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1909 if (arrow == NULL)
1910 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1912 return 0;
1669 return 0;
1670 } 1913 }
1671 set_owner(arrow, op); 1914 set_owner (arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1915 arrow->skill = bow->skill;
1674 1916
1675 arrow->direction=dir; 1917 arrow->direction = dir;
1676 arrow->x = sx; 1918 arrow->x = sx;
1677 arrow->y = sy; 1919 arrow->y = sy;
1678 1920
1679 if (op->type == PLAYER) { 1921 if (op->type == PLAYER)
1922 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1924 fix_player (op);
1682 } 1925 }
1683 1926
1684 SET_ANIMATION(arrow, arrow->direction); 1927 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1929 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1930 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1931 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1932 arrow->spellarg = strdup_local (arrow->slaying);
1690 1933
1691 /* Note that this was different for monsters - they got their level 1934 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1935 * added to the damage. I think the strength bonus is more proper.
1693 */ 1936 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1699 /* update the speed */ 1940 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1943
1705 if (arrow->speed < 1.0) 1944 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1945 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1946 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1947 arrow->speed_left = 0;
1709 1948
1710 if (op->type == PLAYER) { 1949 if (op->type == PLAYER)
1950 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1954
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1956 }
1957 else
1958 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1960 arrow->level = op->level;
1722 } 1961 }
1962
1723 if (arrow->attacktype == AT_PHYSICAL) 1963 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1964 arrow->attacktype |= bow->attacktype;
1965
1725 if (bow->slaying != NULL) 1966 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1967 arrow->slaying = bow->slaying;
1727 1968
1728 arrow->map = m; 1969 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1970 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1972
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1974 insert_ob_in_map (arrow, m, op, 0);
1735 1975
1736 if (!was_destroyed(arrow, tag)) 1976 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1977 move_arrow (arrow);
1738 1978
1739 if (op->type == PLAYER) { 1979 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1980 {
1981 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1982 esrv_del_item (op->contr, left->count);
1742 else 1983 else
1743 esrv_send_item(op, left); 1984 esrv_send_item (op, left);
1744 } 1985 }
1986
1745 return 1; 1987 return 1;
1746} 1988}
1747 1989
1748/* Special fire code for players - this takes into 1990/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1991 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1992 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1993 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1994 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1995 * hence the function name.
1754 */ 1996 */
1997int
1755int player_fire_bow(object *op, int dir) 1998player_fire_bow (object *op, int dir)
1756{ 1999{
1757 int ret=0, wcmod=0; 2000 int ret = 0, wcmod = 0;
1758 2001
1759 if (op->contr->bowtype == bow_bestarrow) { 2002 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 2003 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 2005 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 2009 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 2011 }
1768 } else if (op->contr->bowtype == bow_threewide) { 2012 else if (op->contr->bowtype == bow_threewide)
2013 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2015 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2016 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2017 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 2018 else if (op->contr->bowtype == bow_spreadshot)
2019 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2022 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 2023
1777 } else { 2024 }
2025 else
2026 {
1778 /* Simple case */ 2027 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 2029 }
1781 return ret; 2030 return ret;
1782} 2031}
1783 2032
1784 2033
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 2034/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2035 * Broken apart from 'fire' to keep it more readable.
1787 */ 2036 */
2037void
1788void fire_misc_object(object *op, int dir) 2038fire_misc_object (object *op, int dir)
1789{ 2039{
1790 object *item; 2040 object *item;
1791 2041
1792 if (!op->contr->ranges[range_misc]) { 2042 if (!op->contr->ranges[range_misc])
2043 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2045 return;
1795 } 2046 }
1796 2047
1797 item = op->contr->ranges[range_misc]; 2048 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2049 if (!item->inv)
2050 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2051 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2052 return;
1801 } 2053 }
1802 if (item->type == WAND) { 2054 if (item->type == WAND)
2055 {
1803 if(item->stats.food<=0) { 2056 if (item->stats.food <= 0)
2057 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2060 return;
1807 } 2061 }
2062 }
1808 } else if (item->type == ROD || item->type==HORN) { 2063 else if (item->type == ROD || item->type == HORN)
2064 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2068 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2070 else
1814 else 2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 2072 return;
1818 } 2073 }
1819 } 2074 }
1820 2075
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2076 if (cast_spell (op, item, dir, item->inv, NULL))
2077 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2078 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2079 if (item->type == WAND)
2080 {
1824 if (!(--item->stats.food)) { 2081 if (!(--item->stats.food))
1825 object *tmp; 2082 {
1826 if (item->arch) { 2083 object *tmp;
2084
2085 if (item->arch)
2086 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2087 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2088 item->face = item->arch->clone.face;
1829 item->speed = 0; 2089 item->speed = 0;
1830 update_ob_speed(item); 2090 update_ob_speed (item);
1831 } 2091 }
1832 if ((tmp=is_player_inv(item))) 2092 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2093 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2094 }
1835 } 2095 }
1836 else if (item->type == ROD || item->type==HORN) { 2096 else if (item->type == ROD || item->type == HORN)
2097 {
1837 drain_rod_charge(item); 2098 drain_rod_charge (item);
1838 } 2099 }
1839 } 2100 }
1840} 2101}
1841 2102
1842/* Received a fire command for the player - go and do it. 2103/* Received a fire command for the player - go and do it.
1843 */ 2104 */
2105void
1844void fire(object *op,int dir) { 2106fire (object *op, int dir)
2107{
1845 int spellcost=0; 2108 int spellcost = 0;
1846 2109
1847 /* check for loss of invisiblity/hide */ 2110 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2111 if (action_makes_visible (op))
2112 make_visible (op);
1849 2113
1850 switch(op->contr->shoottype) { 2114 switch (op->contr->shoottype)
2115 {
1851 case range_none: 2116 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 2117 return;
1888 default: 2118
2119 case range_bow:
2120 player_fire_bow (op, dir);
2121 return;
2122
2123 case range_magic: /* Casting spells */
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2125 return;
2126
2127 case range_misc:
2128 fire_misc_object (op, dir);
2129 return;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2156 return;
1891 } 2157 }
1892} 2158}
1893 2159
1894 2160
1895 2161
1902 * inv is the objects inventory to searched 2168 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2169 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2170 * This function can be called recursively to search containers.
1905 */ 2171 */
1906 2172
2173object *
1907object * find_key(object *pl, object *container, object *door) 2174find_key (object *pl, object *container, object *door)
1908{ 2175{
1909 object *tmp,*key; 2176 object *tmp, *key;
1910 2177
1911 /* Should not happen, but sanity checking is never bad */ 2178 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2179 if (container->inv == NULL)
2180 return NULL;
1913 2181
1914 /* First, lets try to find a key in the top level inventory */ 2182 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2184 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2185 if (door->type == DOOR && tmp->type == KEY)
2186 break;
1917 /* For sanity, we should really check door type, but other stuff 2187 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2188 * (like containers) can be locked with special keys
1919 */ 2189 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2191 break;
1922 } 2192 }
1923 /* No key found - lets search inventories now */ 2193 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2194 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 2195 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2196 * a key, return
1927 */ 2197 */
1928 if (!tmp) { 2198 if (!tmp)
2199 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2201 {
1930 /* No reason to search empty containers */ 2202 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2203 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2204 {
2205 if ((key = find_key (pl, tmp, door)) != NULL)
2206 return key;
2207 }
2208 }
2209 if (!tmp)
2210 return NULL;
1933 } 2211 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2212 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 2213 * see if we actually want to use it
1939 */ 2214 */
1940 if (pl!=container) { 2215 if (pl != container)
2216 {
1941 /* Only let players use keys in containers */ 2217 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2218 if (!pl->contr)
2219 return NULL;
1943 /* cases where this fails: 2220 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2221 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2222 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2223 * If the container is not active, return now since only active
1947 * containers can be used. 2224 * containers can be used.
1948 * If we only search keyrings and the container does not have 2225 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2226 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2227 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2228 * inv must have been an container and must have been active.
1952 * 2229 *
1953 * Change the color so that the message doesn't disappear with 2230 * Change the color so that the message doesn't disappear with
1954 * all the others. 2231 * all the others.
1955 */ 2232 */
1956 if (pl->contr->usekeys == key_inventory || 2233 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2234 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2235 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2236 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 2239 return NULL;
1965 } 2240 }
1966 } 2241 }
1967 return tmp; 2242 return tmp;
1968} 2243}
1969 2244
1970/* moved door processing out of move_player_attack. 2245/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2246 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2247 * such that the caller should not do anything more,
1973 * 0 otherwise 2248 * 0 otherwise
1974 */ 2249 */
2250static int
1975static int player_attack_door(object *op, object *door) 2251player_attack_door (object *op, object *door)
1976{ 2252{
1977 2253
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2254 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 2255 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2256 * otherwise, we fall through to the rest of the code.
1981 */ 2257 */
1982 object *key=find_key(op, op, door); 2258 object *key = find_key (op, op, door);
1983 2259
1984 /* IF we found a key, do some extra work */ 2260 /* IF we found a key, do some extra work */
1985 if (key) { 2261 if (key)
2262 {
1986 object *container=key->env; 2263 object *container = key->env;
1987 2264
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2266 if (action_makes_visible (op))
2267 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2270 if (door->type == DOOR)
2271 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2273 }
1994 else if(door->type==LOCKED_DOOR) { 2274 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2275 {
1996 "You open the door with the %s", query_short_name(key)); 2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 2277 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2278 }
1999 /* Do this after we print the message */ 2279 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2280 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2281 /* Need to update the weight the container the key was in */
2002 if (container != op) 2282 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2283 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2284 return 1; /* Nothing more to do below */
2285 }
2005 } else if (door->type==LOCKED_DOOR) { 2286 else if (door->type == LOCKED_DOOR)
2287 {
2006 /* Might as well return now - no other way to open this */ 2288 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2290 return 1;
2009 } 2291 }
2010 return 0; 2292 return 0;
2011} 2293}
2012 2294
2013/* This function is just part of a breakup from move_player. 2295/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2296 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2297 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2298 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2299 * going to try and move (not fire weapons).
2018 */ 2300 */
2019 2301
2302void
2020void move_player_attack(object *op, int dir) 2303move_player_attack (object *op, int dir)
2021{ 2304{
2022 object *tmp, *mon, *tpl; 2305 object *tmp, *mon;
2023 sint16 nx, ny; 2306 sint16 nx, ny;
2024 int on_battleground; 2307 int on_battleground;
2025 mapstruct *m; 2308 maptile *m;
2026 2309
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2310 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2311 ny = freearr_y[dir] + op->y;
2031 2312
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2313 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2314
2034 /* If braced, or can't move to the square, and it is not out of the 2315 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2316 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2317 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2318 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2319 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2320 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2321 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2322 * move_ob uses.
2042 */ 2323 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2328 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2329 if (!m)
2047 } 2330 return; /* Don't think this should happen */
2048 else m =tpl->map; 2331 }
2049 2332 else
2333 m = op->map;
2334
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2338 return;
2053 } 2339 }
2054 2340
2055 mon = NULL; 2341 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2342 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2343 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2344 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2345 * on the space
2060 */ 2346 */
2061 while (tmp!=NULL) { 2347 while (tmp != NULL)
2348 {
2062 if (tmp == op) { 2349 if (tmp == op)
2063 tmp=tmp->above; 2350 {
2064 continue; 2351 tmp = tmp->above;
2065 } 2352 continue;
2353 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2355 {
2068 break; 2356 mon = tmp;
2069 } 2357 break;
2358 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2360 mon = tmp;
2072 tmp=tmp->above; 2361 tmp = tmp->above;
2073 } 2362 }
2074 2363
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2364 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2365 return; /* into a wall */
2077 2366
2078 if(mon->head != NULL) 2367 if (mon->head != NULL)
2079 mon = mon->head; 2368 mon = mon->head;
2080 2369
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2371 if (player_attack_door (op, mon))
2372 return;
2083 2373
2084 /* The following deals with possibly attacking peaceful 2374 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2375 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2376 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2377 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2378 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2379 * and thus will not push them.
2090 */ 2380 */
2091 2381
2092 /* If the creature is a pet, push it even if the player is not 2382 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2383 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2384 * player owns it and it is either friendly or unagressive.
2095 */ 2385 */
2096 if ((op->type==PLAYER) 2386 if ((op->type == PLAYER)
2097#if COZY_SERVER 2387#if COZY_SERVER
2098 && 2388 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr 2389 ((get_owner (mon) && get_owner (mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2391#else
2105 && get_owner(mon)==op 2392 && get_owner (mon) == op
2106#endif 2393#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2395 {
2109 /* If we're braced, we don't want to switch places with it */ 2396 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2397 if (op->contr->braced)
2398 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2400 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2401 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op);
2114 return; 2403 return;
2115 } 2404 }
2116 2405
2117 /* in certain circumstances, you shouldn't attack friendly 2406 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2407 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2408 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2409 * attack them either.
2121 */ 2410 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2411 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2413#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2414 (op->contr->peaceful
2415 || (mon->type == PLAYER
2416 && mon->contr->
2417 peaceful)) &&
2127#else 2418#else
2128 op->contr->peaceful && 2419 op->contr->peaceful &&
2129#endif 2420#endif
2130 !on_battleground 2421 !on_battleground))
2422 {
2423 if (!op->contr->braced)
2131 )) { 2424 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2426 (void) push_ob (mon, dir, op);
2135 } else { 2427 }
2428 else
2429 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2430 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2431 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2432 if (op->contr->tmp_invis || op->hide)
2139 } 2433 make_visible (op);
2434 }
2140 2435
2141 /* If the object is a boulder or other rollable object, then 2436 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2437 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2438 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2440 {
2145 recursive_roll(mon,dir,op); 2441 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2442 if (action_makes_visible (op))
2147 } 2443 make_visible (op);
2444 }
2148 2445
2149 /* Any generic living creature. Including things like doors. 2446 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2447 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2448 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2449 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2450 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2451 */
2155 2452
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2455 {
2159 2456
2160 /* If the player hasn't hit something this tick, and does 2457 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2458 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2459 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2460 * incurred a 1 tick offset.
2164 */ 2461 */
2165 if (!op->contr->has_hit) { 2462 if (!op->contr->has_hit)
2463 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2464 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2465
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2467 }
2170 2468
2171 skill_attack(mon, op, 0, NULL, NULL); 2469 skill_attack (mon, op, 0, NULL, NULL);
2172 2470
2173 /* If attacking another player, that player gets automatic 2471 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2472 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2473 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2474 * the wiz.
2177 */ 2475 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2477 {
2180 short luck = mon->stats.luck; 2478 short luck = mon->stats.luck;
2479
2181 mon->contr->has_hit = 1; 2480 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2481 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2482 mon->stats.luck = luck;
2184 } 2483 }
2185 if(action_makes_visible(op)) make_visible(op); 2484 if (action_makes_visible (op))
2186 } 2485 make_visible (op);
2486 }
2187 } /* if player should attack something */ 2487 } /* if player should attack something */
2188} 2488}
2189 2489
2490int
2190int move_player(object *op,int dir) { 2491move_player (object *op, int dir)
2492{
2191 int pick; 2493 int pick;
2192 object *transport = op->contr->transport;
2193 2494
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2496 return 0;
2497
2498 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9))
2500 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0;
2503 }
2504
2505 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508
2509 op->facing = dir;
2510
2511 if (op->hide)
2512 do_hidden_move (op);
2513
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ;
2516 else if (op->contr->fire_on)
2517 fire (op, dir);
2518 else
2519 {
2520 move_player_attack (op, dir);
2521 pick = check_pick (op);
2522 }
2523
2524 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing.
2526 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir;
2530 }
2531 else
2532 {
2533 op->direction = 0;
2534 }
2535 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities
2537 * for players.
2538 */
2539 animate_object (op, op->facing);
2540 return 0;
2256} 2541}
2257 2542
2258/* This is similar to handle_player, below, but is only used by the 2543/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2544 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2545 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2546 * the new speed values for commands.
2262 * 2547 *
2263 * Returns true if there are more actions we can do. 2548 * Returns true if there are more actions we can do.
2264 */ 2549 */
2550int
2265int handle_newcs_player(object *op) 2551handle_newcs_player (object *op)
2266{ 2552{
2267 if (op->contr->hidden) { 2553 if (op->contr->hidden)
2554 {
2268 op->invisible = 1000; 2555 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2556 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2557 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2558 * alternate it here for it to work correctly.
2272 */ 2559 */
2273 if (pticks & 2) op->invisible--; 2560 if (pticks & 2)
2561 op->invisible--;
2274 } 2562 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2276 op->invisible--; 2565 op->invisible--;
2277 if(!op->invisible) { 2566 if (!op->invisible)
2567 {
2278 make_visible(op); 2568 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2570 }
2281 } 2571 }
2282 2572
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2573 if (QUERY_FLAG (op, FLAG_SCARED))
2574 {
2284 flee_player(op); 2575 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2576 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 {
2287 op->speed_left--; 2579 op->speed_left--;
2288 return 0; 2580 return 0;
2289 } 2581 }
2290 } 2582 }
2291 2583
2292 /* I've been seeing crashes where the golem has been destroyed, but 2584 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2585 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2586 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2587 * put this in a a workaround to clean up the golem pointer.
2296 */ 2588 */
2297 if (op->contr->ranges[range_golem] && 2589 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2591 {
2300 op->contr->ranges[range_golem] = NULL; 2592 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0; 2593 op->contr->golem_count = 0;
2302 } 2594 }
2303 2595
2304 /* call this here - we also will call this in do_ericserver, but 2596 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2597 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2598 * called, so we recheck it here.
2307 */ 2599 */
2308 HandleClient(&op->contr->socket, op->contr); 2600 HandleClient (&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2601 if (op->speed_left < 0)
2310
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1;
2321 else return 0;
2322 }
2323 return 0; 2602 return 0;
2324}
2325 2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction);
2614 if (op->speed_left > 0)
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0;
2620}
2621
2622int
2326int save_life(object *op) { 2623save_life (object *op)
2624{
2327 object *tmp; 2625 object *tmp;
2328 2626
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp));
2338 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0)
2346 op->stats.food = 999;
2347 fix_player(op);
2348 return 1;
2349 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2628 return 0;
2629
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2635 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp);
2638 free_object (tmp);
2639 CLEAR_FLAG (op, FLAG_LIFESAVE);
2640 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food < 0)
2643 op->stats.food = 999;
2644 fix_player (op);
2645 return 1;
2646 }
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */
2650 return 0;
2354} 2651}
2355 2652
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2653/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2654 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2655 * function will descend into containers. op is the object to start the search
2359 * from. 2656 * from.
2360 */ 2657 */
2658void
2361void remove_unpaid_objects(object *op, object *env) 2659remove_unpaid_objects (object *op, object *env)
2362{ 2660{
2363 object *next; 2661 object *next;
2364 2662
2365 while (op) { 2663 while (op)
2664 {
2366 next=op->below; /* Make sure we have a good value, in case 2665 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2666 * we remove object 'op'
2368 */ 2667 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2668 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 {
2370 remove_ob(op); 2670 remove_ob (op);
2371 op->x = env->x; 2671 op->x = env->x;
2372 op->y = env->y; 2672 op->y = env->y;
2373 if (env->type == PLAYER) 2673 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2674 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2675 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2676 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2677 else if (op->inv)
2378 op=next; 2678 remove_unpaid_objects (op->inv, env);
2679 op = next;
2379 } 2680 }
2380} 2681}
2381 2682
2382 2683
2383/* 2684/*
2385 * Moved from apply.c to player.c - player.c is what 2686 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2687 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2688 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2689 * but there isn't one in the server directory.
2389 */ 2690 */
2691char *
2390char *gravestone_text (object *op) 2692gravestone_text (object *op)
2391{ 2693{
2392 static char buf2[MAX_BUF]; 2694 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2695 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2696 time_t now = time (NULL);
2395 2697
2396 strcpy (buf2, " R.I.P.\n\n"); 2698 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2699 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2701 else
2400 sprintf (buf, "%s\n", op->name); 2702 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2703 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2704 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2706 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2707 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2708 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2710 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2711 if (op->type == PLAYER)
2712 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2713 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2714 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2715 strcat (buf2, buf);
2413 } 2716 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2719 strcat (buf2, buf);
2417 return buf2; 2720 return buf2;
2418} 2721}
2419 2722
2420 2723
2421 2724
2725void
2422void do_some_living(object *op) { 2726do_some_living (object *op)
2727{
2423 int last_food=op->stats.food; 2728 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2729 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2730 int over_hp, over_sp, over_grace;
2426 int i; 2731 int i;
2427 int rate_hp = 1200; 2732 int rate_hp = 1200;
2428 int rate_sp = 2500; 2733 int rate_sp = 2500;
2429 int rate_grace = 2000; 2734 int rate_grace = 2000;
2430 const int max_hp = 1; 2735 const int max_hp = 1;
2431 const int max_sp = 1; 2736 const int max_sp = 1;
2432 const int max_grace = 1; 2737 const int max_grace = 1;
2433 2738
2434 if (op->contr->outputs_sync) { 2739 if (op->contr->outputs_sync)
2740 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2743 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2744 }
2440 2745
2441 if(op->contr->state==ST_PLAYING) { 2746 if (op->contr->state == ST_PLAYING)
2747 {
2442 2748
2443 /* these next three if clauses make it possible to SLOW DOWN 2749 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2750 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2751 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2753 else
2754 {
2448 gen_hp = op->stats.maxhp; 2755 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2757 }
2451 if(op->contr->gen_sp >= 0 ) 2758 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2760 else
2761 {
2454 gen_sp = op->stats.maxsp; 2762 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2764 }
2457 if(op->contr->gen_grace >= 0) 2765 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2767 else
2768 {
2460 gen_grace = op->stats.maxgrace; 2769 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2771 }
2463 2772
2464 /* Regenerate Spell Points */ 2773 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) { 2777 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2778 {
2779 op->stats.sp++;
2469 /* dms do not consume food */ 2780 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2781 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2782 {
2783 op->stats.food--;
2472 if(op->contr->digestion<0) 2784 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2785 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2787 op->stats.food = last_food;
2788 }
2789 }
2790 if (max_sp > 1)
2791 {
2792 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0)
2794 {
2795 if (op->stats.sp < op->stats.maxsp)
2796 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--;
2800 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp;
2802 }
2803 op->last_sp = 0;
2804 }
2805 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 }
2810 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2477 } 2814 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2815
2498 /* Regenerate Grace */ 2816 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2818 if (--op->last_grace < 0)
2819 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2820 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2821 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2822 if (max_grace > 1)
2823 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2825 if (over_grace > 0)
2506 op->stats.sp += over_grace 2826 {
2827 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2828 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2829 op->last_grace = 0;
2509 } else { 2830 }
2831 else
2832 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2833 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2834 }
2512 } else { 2835 }
2836 else
2837 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2838 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2839 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2840 /* wearing stuff doesn't detract from grace generation. */
2516 } 2841 }
2517 2842
2518 /* Regenerate Hit Points */ 2843 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2844 if (--op->last_heal < 0)
2845 {
2520 if(op->stats.hp<op->stats.maxhp) { 2846 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2847 {
2848 op->stats.hp++;
2522 /* dms do not consume food */ 2849 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2850 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2851 {
2852 op->stats.food--;
2525 if(op->contr->digestion<0) 2853 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2854 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2856 op->stats.food = last_food;
2857 }
2858 }
2859 if (max_hp > 1)
2860 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0)
2863 {
2864 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2865 op->last_heal = 0;
2866 }
2867 else
2868 {
2869 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2870 }
2871 }
2872 else
2873 {
2874 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2875 }
2530 } 2876 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2877
2546 /* Digestion */ 2878 /* Digestion */
2547 if(--op->last_eat<0) { 2879 if (--op->last_eat < 0)
2880 {
2548#ifdef COZY_SERVER 2881#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2884#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2886#endif
2556 2887
2557 if(op->contr->gen_hp > 0) 2888 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2890 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2892 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2893 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2894 op->stats.food--;
2895 }
2564 } 2896 }
2565 2897
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2899 {
2567 object *tmp, *flesh=NULL; 2900 object *tmp, *flesh = NULL;
2568 2901
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2903 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2909 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2910 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2911 break;
2576 } 2912 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2913 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2914 flesh = tmp;
2579 } /* end of for loop */ 2915 } /* End if paid for object */
2916 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2917 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2918 * eat flesh instead.
2582 */ 2919 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2923 manual_apply (op, flesh, 0);
2586 } 2924 }
2587 } /* end if player is starving */ 2925 } /* end if player is starving */
2588 2926
2589 while(op->stats.food<0&&op->stats.hp>0) 2927 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2928 op->stats.food++, op->stats.hp--;
2591 2929
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2931 kill_player (op);
2594} 2932}
2595 2933
2596 2934
2597 2935
2598/* If the player should die (lack of hp, food, etc), we call this. 2936/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2937 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2938 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2939 * file.
2602 */ 2940 */
2941void
2603void kill_player(object *op) 2942kill_player (object *op)
2604{ 2943{
2605 char buf[MAX_BUF]; 2944 char buf[MAX_BUF];
2606 int x,y,i; 2945 int x, y;
2946
2947 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2948 maptile *map; /* this is for resurrection */
2949
2608 int z; 2950 /* int z;
2609 int num_stats_lose; 2951 int num_stats_lose;
2610 int lost_a_stat; 2952 int lost_a_stat;
2611 int lose_this_stat; 2953 int lose_this_stat;
2612 int this_stat; 2954 int this_stat; */
2613 int will_kill_again; 2955 int will_kill_again;
2614 archetype *at; 2956 archetype *at;
2615 object *tmp; 2957 object *tmp;
2616 2958
2617 if(save_life(op)) 2959 if (save_life (op))
2618 return; 2960 return;
2619 2961
2620 2962
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2963 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2964 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2965 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2966 */
2625 if (op_on_battleground(op, &x, &y)) { 2967 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2968 {
2627 "You have been defeated in combat!"); 2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2971
2630
2631 /* restore player */ 2972 /* restore player */
2632 at = find_archetype("poisoning"); 2973 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2974 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2975 if (tmp)
2976 {
2635 remove_ob(tmp); 2977 remove_ob (tmp);
2636 free_object(tmp); 2978 free_object (tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2980 }
2639 2981
2640 at = find_archetype("confusion"); 2982 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2984 if (tmp)
2985 {
2643 remove_ob(tmp); 2986 remove_ob (tmp);
2644 free_object(tmp); 2987 free_object (tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2989 }
2647 2990
2648 cure_disease(op,0); /* remove any disease */ 2991 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2993 if (op->stats.food <= 0)
2651 2994 op->stats.food = 999;
2995
2652 /* create a bodypart-trophy to make the winner happy */ 2996 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2997 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2998 if (tmp != NULL)
2655 { 2999 {
2656 sprintf(buf,"%s's finger",op->name); 3000 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 3001 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 3002 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 3003 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 3005 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 3006 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 3007 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 3008 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 3009 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 3010 }
3011
2669 /* teleport defeated player to new destination*/ 3012 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 3013 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 3014 op->contr->braced = 0;
2672 return; 3015 return;
2673 } 3016 }
2674 3017
2675 INVOKE_PLAYER (DEATH, op->contr); 3018 INVOKE_PLAYER (DEATH, op->contr);
2676 3019
2677 command_kill_pets (op, 0); 3020 command_kill_pets (op, 0);
2678 3021
2679 if(op->stats.food<0) { 3022 if (op->stats.food < 0)
3023 {
2680 if (op->contr->explore) { 3024 if (op->contr->explore)
3025 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 3028 op->stats.food = 999;
2684 return; 3029 return;
2685 } 3030 }
2686 sprintf(buf,"%s starved to death.",op->name); 3031 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3032 strcpy (op->contr->killer, "starvation");
3033 }
3034 else
2688 } 3035 {
2689 else {
2690 if (op->contr->explore) { 3036 if (op->contr->explore)
3037 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3040 op->stats.hp = op->stats.maxhp;
2694 return; 3041 return;
2695 } 3042 }
2696 sprintf(buf,"%s died.",op->name); 3043 sprintf (buf, "%s died.", &op->name);
2697 } 3044 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3046
2700 /* save the map location for corpse, gravestone*/ 3047 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3048 x = op->x;
3049 y = op->y;
3050 map = op->map;
2702 3051
2703 3052
2704 if (settings.not_permadeth == TRUE) { 3053 if (settings.not_permadeth == TRUE)
3054 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3055 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3056 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 3057 * See the config.h file for a little more in depth detail about this.
2708 */ 3058 */
2709 3059
2710 /* Basically two ways to go - remove a stat permanently, or just 3060 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3061 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3062 * of death.
2713 */ 3063 */
2714#ifndef COZY_SERVER 3064#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3065 if (settings.balanced_stat_loss)
3066 {
2716 /* If stat loss is permanent, lose one stat only. */ 3067 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3068 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3069 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3070 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3071 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3072 little bit harder. */
2722 /* GD */ 3073 /* GD */
2723 if (settings.stat_loss_on_death) 3074 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3075 num_stats_lose = 1;
2725 else 3076 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3078 }
3079 else
3080 {
2728 num_stats_lose = 1; 3081 num_stats_lose = 1;
2729 } 3082 }
2730 lost_a_stat = 0; 3083 lost_a_stat = 0;
2731 3084
2732 for (z=0; z<num_stats_lose; z++) { 3085 for (z = 0; z < num_stats_lose; z++)
3086 {
2733 i = RANDOM() % NUM_STATS; 3087 i = RANDOM () % NUM_STATS;
2734 3088
2735 if (settings.stat_loss_on_death) { 3089 if (settings.stat_loss_on_death)
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value(&(op->stats), i,-1);
2740 check_stat_bounds(&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1);
2742 check_stat_bounds(&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 } else {
2746 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion");
2748 object *dep;
2749 3090 {
2750 dep = present_arch_in_ob(deparch,op); 3091 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3092 * what he lost.
2752 dep = arch_to_object(deparch); 3093 */
2753 insert_ob_in_ob(dep, op); 3094 change_attr_value (&(op->stats), i, -1);
2754 } 3095 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3096 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3097 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3099 lost_a_stat = 1;
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 3100 }
2783 if (lose_this_stat) { 3101 else
3102 {
3103 /* deplete a stat */
3104 archetype *deparch = archetype::find ("depletion");
3105 object *dep;
3106
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 {
3110 dep = arch_to_object (deparch);
3111 insert_ob_in_ob (dep, op);
3112 }
3113 lose_this_stat = 1;
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0)
3120 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3149 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3150 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3151 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3152 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3153 * difference.
2790 */ 3154 */
2791 if (this_stat>=-50) { 3155 if (this_stat >= -50)
3156 {
2792 change_attr_value(&(dep->stats), i, -1); 3157 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3158 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3160 fix_player (op);
2796 lost_a_stat = 1; 3161 lost_a_stat = 1;
2797 } 3162 }
2798 } 3163 }
2799 } 3164 }
2800 } 3165 }
2801 /* If no stat lost, tell the player. */ 3166 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3167 if (!lost_a_stat)
2803 { 3168 {
2804 /* determine_god() seems to not work sometimes... why is this? 3169 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3170 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3171 const char *god = determine_god (op);
3172
2807 if (god && (strcmp(god, "none"))) 3173 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 3175 else
2810 " you.", god); 3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2811 else 3177 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 }
2815#endif 3178#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 3180
2819 /* Put a gravestone up where the character 'almost' died. List the 3181 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3182 * exp loss on the stone.
2821 */ 3183 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3184 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3185 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3186 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3187 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3188 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3189 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);
2828 "who was killed\n" 3190 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 3191 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3192 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3193
2836 /**************************************/ 3194 /**************************************/
2837 /* */ 3195 /* */
2838 /* Subtract the experience points, */ 3196 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3197 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3198 /* food, and reset HP's... */
2841 /* */ 3199 /* */
3200
2842 /**************************************/ 3201 /**************************************/
2843 3202
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3203 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3204 /* restore player */
2846 at = find_archetype("poisoning"); 3205 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3206 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3207 if (tmp)
3208 {
2849 remove_ob(tmp); 3209 remove_ob (tmp);
2850 free_object(tmp); 3210 free_object (tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3212 }
2853 3213
2854 at = find_archetype("confusion"); 3214 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3215 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3216 if (tmp)
3217 {
2857 remove_ob(tmp); 3218 remove_ob (tmp);
2858 free_object(tmp); 3219 free_object (tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3221 }
2861 cure_disease(op,0); /* remove any disease */ 3222 cure_disease (op, 0); /* remove any disease */
2862 3223
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3224 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3225 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3226 if (op->stats.food < 100)
3227 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3228 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3231
2870 /* 3232 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3233 * Check to see if the player is in a shop. IF so, then check to see if
2872 * the player has any unpaid items. If so, remove them and put them back 3234 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3235 * in the map.
2874 */ 3236 */
2875 3237
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3238 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3239 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3240
2884 /****************************************/ 3241 /****************************************/
2885 /* */ 3242 /* */
2886 /* Move player to his current respawn- */ 3243 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3244 /* position (usually last savebed) */
2888 /* */ 3245 /* */
3246
2889 /****************************************/ 3247 /****************************************/
2890 3248
2891 enter_player_savebed(op); 3249 enter_player_savebed (op);
2892 3250
2893 /* Save the player before inserting the force to reduce 3251 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3252 * chance of abuse.
2895 */ 3253 */
2896 op->contr->braced=0; 3254 op->contr->braced = 0;
2897 save_player(op,1); 3255 save_player (op, 1);
2898 3256
2899 /* it is possible that the player has blown something up 3257 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3258 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3259 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3260 * on the space that might harm the player.
2903 */ 3261 */
2904 will_kill_again=0; 3262 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
2906 if (tmp->type ==SPELL_EFFECT) 3265 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3266 will_kill_again |= tmp->attacktype;
2908 } 3267 }
2909 if (will_kill_again) { 3268 if (will_kill_again)
3269 {
2910 object *force; 3270 object *force;
2911 int at; 3271 int at;
2912 3272
2913 force=get_archetype(FORCE_NAME); 3273 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3274 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3275 force->speed = 0.1;
2916 force->speed_left=-5.0; 3276 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3277 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3278 for (at = 0; at < NROFATTACKS; at++)
3279 {
2919 if (will_kill_again & (1 << at)) 3280 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3281 force->resist[at] = 100;
2921 } 3282 }
2922 insert_ob_in_ob(force, op); 3283 insert_ob_in_ob (force, op);
2923 fix_player(op); 3284 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3285
3286 }
3287
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3289 return;
2935 } /* NOT_PERMADETH */ 3290 } /* NOT_PERMADETH */
2936 else { 3291 else
3292 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3294 * should probably be embedded in an else statement.
2939 */ 3295 */
2940 3296
2941 op->contr->party=NULL; 3297 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3298 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3299 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3301 check_score (op);
2946 if(op->contr->ranges[range_golem]!=NULL) { 3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3304 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3305 remove_ob (op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 3306 free_object (op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3307 op->contr->ranges[range_golem] = NULL;
2951 op->contr->golem_count=0; 3308 op->contr->golem_count = 0;
2952 } 3309 }
2953 loot_object(op); /* Remove some of the items for good */ 3310 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3311 remove_ob (op);
2955 op->direction=0; 3312 op->direction = 0;
2956 3313
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
2958 delete_character(op->name,0); 3316 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3317 if (settings.resurrection == TRUE)
3318 {
2960 /* save playerfile sans equipment when player dies 3319 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3320 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3321 ** type spells will work on them nicely
2963 */ 3322 */
2964 delete_character(op->name,0); 3323 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3324 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3325 op->stats.food = 999;
2967 3326
2968 /* set the location of where the person will reappear when */ 3327 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3328 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3330 if (op->map != NULL)
2972 op->map = NULL; 3331 op->map = NULL;
2973 op->x = settings.emergency_x; 3332 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3333 op->y = settings.emergency_y;
2975 save_player(op,0); 3334 save_player (op, 0);
2976 op->map = map; 3335 op->map = map;
2977 /* please see resurrection.c: peterm */ 3336 /* please see resurrection.c: peterm */
2978 dead_player(op); 3337 dead_player (op);
2979 } else { 3338 }
3339 else
2980 delete_character(op->name,1); 3340 delete_character (op->name, 1);
2981 } 3341 }
2982 } 3342
2983 play_again(op); 3343 play_again (op);
2984 3344
2985 /* peterm: added to create a corpse at deathsite. */ 3345 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3347 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3348 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3349 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3350 tmp->x = x;
2992 if (tmp->msg) 3351 tmp->y = y;
2993 free_string(tmp->msg); 3352 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3353 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3354 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3355 }
2998} 3356}
2999 3357
3000 3358
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3359void
3360loot_object (object *op)
3361{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3362 object *tmp, *tmp2, *next;
3003 3363
3004 if (op->container) { /* close open sack first */ 3364 if (op->container)
3365 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3366 esrv_apply_container (op, op->container);
3006 } 3367 }
3007 3368
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3369 for (tmp = op->inv; tmp != NULL; tmp = next)
3370 {
3009 next=tmp->below; 3371 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3372 if (tmp->type == EXPERIENCE || tmp->invisible)
3373 continue;
3011 remove_ob(tmp); 3374 remove_ob (tmp);
3012 tmp->x=op->x,tmp->y=op->y; 3375 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3376 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3377 { /* empty container to ground */
3015 } 3378 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3379 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3381 {
3018 if(tmp->nrof>1) { 3382 if (tmp->nrof > 1)
3383 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3385 free_object (tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3386 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 }
3388 else
3389 free_object (tmp);
3390 }
3022 } else 3391 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3393 }
3027} 3394}
3028 3395
3029/* 3396/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3397 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3398 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3399 * was changed.
3033 */ 3400 */
3034 3401
3402void
3035void fix_weight(void) { 3403fix_weight (void)
3404{
3036 player *pl; 3405 player *pl;
3406
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410
3039 if(old == sum) 3411 if (old == sum)
3040 continue; 3412 continue;
3041 fix_player(pl->ob); 3413 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3415 }
3045} 3416}
3046 3417
3418void
3047void fix_luck(void) { 3419fix_luck (void)
3420{
3048 player *pl; 3421 player *pl;
3422
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3423 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3424 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3425 change_luck (pl->ob, 0);
3052} 3426}
3053 3427
3054 3428
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3429/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3430 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3431 * just treat this as any other spell casting object.
3058 */ 3432 */
3059 3433
3060void 3434void
3061cast_dust (object * op, object * throw_ob, int dir) 3435cast_dust (object *op, object *throw_ob, int dir)
3062{ 3436{
3063 object *skop, *spob; 3437 object *skop, *spob;
3064 3438
3065 skop = find_skill_by_name (op, throw_ob->skill); 3439 skop = find_skill_by_name (op, throw_ob->skill);
3066 3440
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3441 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3442 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3443 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3444 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3445 return;
3073 } 3446 }
3074 3447
3075 spob = throw_ob->inv; 3448 spob = throw_ob->inv;
3076 3449
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3450 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3451 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3452 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3453 if (!spob)
3081 { 3454 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3455 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 3456 return;
3085 } 3457 }
3086 3458
3087 if (op->type == PLAYER) 3459 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3461
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3462 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3463
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3465 remove_ob (throw_ob);
3094 free_object (throw_ob); 3466 free_object (throw_ob);
3095} 3467}
3096 3468
3469void
3097void make_visible (object *op) { 3470make_visible (object *op)
3471{
3098 op->hide = 0; 3472 op->hide = 0;
3099 op->invisible = 0; 3473 op->invisible = 0;
3100 if(op->type==PLAYER) { 3474 if (op->type == PLAYER)
3475 {
3101 op->contr->tmp_invis = 0; 3476 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3477 op->contr->invis_race = 0;
3103 } 3478 }
3104 update_object(op,UP_OBJ_FACE); 3479 update_object (op, UP_OBJ_FACE);
3105} 3480}
3106 3481
3482int
3107int is_true_undead(object *op) { 3483is_true_undead (object *op)
3484{
3108 object *tmp=NULL; 3485 object *tmp = NULL;
3109 3486
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1;
3111 3489
3112 if(op->type==PLAYER) 3490 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3116 return 0; 3495 return 0;
3117} 3496}
3118 3497
3119/* look at the surrounding terrain to determine 3498/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3499 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3500 * indicate greater hideability.
3122 */ 3501 */
3123 3502
3503int
3124int hideability(object *ob) { 3504hideability (object *ob)
3505{
3125 int i,level=0, mflag; 3506 int i, level = 0, mflag;
3126 sint16 x,y; 3507 sint16 x, y;
3127 3508
3128 if(!ob||!ob->map) return 0; 3509 if (!ob || !ob->map)
3510 return 0;
3129 3511
3130 /* so, on normal lighted maps, its hard to hide */ 3512 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3513 level = ob->map->darkness - 2;
3132 3514
3133 /* this also picks up whether the object is glowing. 3515 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3516 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3517 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3518 if (has_carried_lights (ob))
3519 level = -(10 + (2 * ob->map->darkness));
3137 3520
3138 /* scan through all nearby squares for terrain to hide in */ 3521 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3522 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3523 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3524 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3525 if (mflag & P_OUT_OF_MAP)
3526 {
3527 continue;
3528 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3529 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3530 level += 2;
3144 else /* open terrain! */ 3531 else /* open terrain! */
3145 level -= 1; 3532 level -= 1;
3146 } 3533 }
3147 3534
3148#if 0 3535#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3536 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3537#endif
3151 return level; 3538 return level;
3152} 3539}
3153 3540
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3541/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3542 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3543 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3544 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3545 */
3159 3546
3547void
3160void do_hidden_move (object *op) { 3548do_hidden_move (object *op)
3549{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3551 object *skop;
3163 3552
3164 if(!op || !op->map) return; 3553 if (!op || !op->map)
3554 return;
3165 3555
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3557
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3558 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3559 if (op->type == PLAYER && op->contr->run_on)
3560 {
3170 if(!skop || num >= skop->level) { 3561 if (!skop || num >= skop->level)
3562 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3564 make_visible (op);
3173 return; 3565 return;
3174 } else num += 20; 3566 }
3567 else
3568 num += 20;
3175 } 3569 }
3176 num += op->map->difficulty; 3570 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3571 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3572 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 {
3180 make_visible(op); 3575 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3576 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3578 }
3184 else if (op->type == PLAYER && skop) { 3579 else if (op->type == PLAYER && skop)
3580 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3582 }
3187} 3583}
3188 3584
3189/* determine if who is standing near a hostile creature. */ 3585/* determine if who is standing near a hostile creature. */
3190 3586
3587int
3191int stand_near_hostile( object *who ) { 3588stand_near_hostile (object *who)
3589{
3192 object *tmp=NULL; 3590 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3591 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3592 maptile *m;
3195 sint16 x,y; 3593 sint16 x, y;
3196 3594
3197 if(!who) return 0; 3595 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3596 return 0;
3597
3598 if (who->type == PLAYER)
3599 player = 1;
3600
3601 else
3602 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3603
3604 /* search adjacent squares */
3605 for (i = 1; i < 9; i++)
3606 {
3607 x = who->x + freearr_x[i];
3608 y = who->y + freearr_y[i];
3609 m = who->map;
3610 mflags = get_map_flags (m, &m, x, y, &x, &y);
3611 /* space must be blocked if there is a monster. If not
3612 * blocked, don't need to check this space.
3613 */
3614 if (mflags & P_OUT_OF_MAP)
3615 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue;
3618
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3620 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1;
3623 else if (tmp->type == PLAYER)
3624 {
3625 /*don't let a hidden DM prevent you from hiding */
3626 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3627 return 1;
3628 }
3629 }
3630 }
3631 return 0;
3227} 3632}
3228 3633
3229/* check the player los field for viewability of the 3634/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3635 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3636 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3643 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3644 * -b.t.
3240 * This function is now map tiling safe. 3645 * This function is now map tiling safe.
3241 */ 3646 */
3242 3647
3648int
3243int player_can_view (object *pl,object *op) { 3649player_can_view (object *pl, object *op)
3650{
3244 rv_vector rv; 3651 rv_vector rv;
3245 int dx,dy; 3652 int dx, dy;
3246 3653
3247 if(pl->type!=PLAYER) { 3654 if (pl->type != PLAYER)
3655 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3656 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3657 return -1;
3274 op = op->more;
3275 } 3658 }
3659 if (!pl || !op)
3276 return 0; 3660 return 0;
3661
3662 if (op->head)
3663 {
3664 op = op->head;
3665 }
3666 get_rangevector (pl, op, &rv, 0x1);
3667
3668 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any
3670 * part that is in the los array but isnt on
3671 * a blocked los square.
3672 * we use the archetype to figure out offsets.
3673 */
3674 while (op)
3675 {
3676 dx = rv.distance_x + op->arch->clone.x;
3677 dy = rv.distance_y + op->arch->clone.y;
3678
3679 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values.
3682 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3686 return 1;
3687 op = op->more;
3688 }
3689 return 0;
3277} 3690}
3278 3691
3279/* routine for both players and monsters. We call this when 3692/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3693 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3694 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3695 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3696 * return 0.
3284 */ 3697 */
3698int
3285int action_makes_visible (object *op) { 3699action_makes_visible (object *op)
3700{
3286 3701
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3702 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3704 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3705 return 0;
3290 3706
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3707 if (op->contr && op->contr->tmp_invis == 0)
3708 return 0;
3292 3709
3293 /* If monsters, they should become visible */ 3710 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3711 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3712 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3713 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3714 return 1;
3297 } 3715 }
3298 } 3716 }
3299 return 0; 3717 return 0;
3300} 3718}
3301 3719
3302/* op_on_battleground - checks if the given object op (usually 3720/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3721 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3722 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3723 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3724 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3725 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3726 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3727 */
3728int
3310int op_on_battleground (object *op, int *x, int *y) { 3729op_on_battleground (object *op, int *x, int *y)
3730{
3311 object *tmp; 3731 object *tmp;
3312 3732
3313 /* A battleground-tile needs the following attributes to be valid: 3733 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3734 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3735 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3736 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3737 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3738 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3739 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3740 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3741 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3743 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3744 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3745 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3746 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3747 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3748 {
3326 object *invtmp; 3749 object *invtmp;
3750
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3751 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3752 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3753 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3754 {
3755 if (x != NULL && y != NULL)
3756 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3757 return 1;
3758 }
3759 }
3760 }
3330 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3762 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3763 return 1;
3333 } 3764 }
3334 } 3765 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3766 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3767 /* If we got here, did not find a battleground */
3343 return 0; 3768 return 0;
3344} 3769}
3345 3770
3346/* 3771/*
3350 * attributes: 3775 * attributes:
3351 * object *who the dragon player 3776 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3777 * int atnr the attack-number of the ability focus
3353 * int level ability level 3778 * int level ability level
3354 */ 3779 */
3780void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3781dragon_ability_gain (object *who, int atnr, int level)
3782{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3783 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3784 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3785 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3786 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3787 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3788 int i = 0, j = 0;
3362 3789
3363 /* get the appropriate treasurelist */ 3790 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3791 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3792 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3793 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3794 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3795 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3796 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3797 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3798 trlist = find_treasurelist ("dragon_ability_poison");
3372 3799
3373 if (trlist == NULL || who->type != PLAYER) 3800 if (trlist == NULL || who->type != PLAYER)
3374 return; 3801 return;
3375 3802
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3804
3378
3379 if (tr == NULL || tr->item == NULL) { 3805 if (tr == NULL || tr->item == NULL)
3806 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3808 return;
3382 } 3809 }
3383 3810
3384 /* everything seems okay - now bring on the gift: */ 3811 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3812 item = &(tr->item->clone);
3386 3813
3387 if (item->type == SPELL) { 3814 if (item->type == SPELL)
3815 {
3388 if (check_spell_known (who, item->name)) 3816 if (check_spell_known (who, item->name))
3389 return; 3817 return;
3390 3818
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3819 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3820 do_learn_spell (who, item, 0);
3393 return; 3821 return;
3394 } 3822 }
3395 3823
3396 /* grant direct spell */ 3824 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3825 if (item->type == SPELLBOOK)
3826 {
3398 if (!item->inv) { 3827 if (!item->inv)
3828 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3829 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3830 return;
3402 } 3831 }
3403 if (check_spell_known (who, item->inv->name)) 3832 if (check_spell_known (who, item->inv->name))
3404 return; 3833 return;
3405 if (item->invisible) { 3834 if (item->invisible)
3835 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3836 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3837 do_learn_spell (who, item->inv, 0);
3408 return; 3838 return;
3409 } 3839 }
3410 } 3840 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3841 else if (item->type == SKILL_TOOL && item->invisible)
3842 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3843 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3844 {
3413 3845
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3846 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3847 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3848 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3849 * but not all of them, he gets nothing.
3418 */ 3850 */
3419 if (!(skop->attacktype & item->attacktype)) { 3851 if (!(skop->attacktype & item->attacktype))
3852 {
3420 /* Give new attacktype */ 3853 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3854 skop->attacktype |= item->attacktype;
3422 3855
3423 /* always add physical if there's none */ 3856 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3857 skop->attacktype |= AT_PHYSICAL;
3425 3858
3426 if (item->msg != NULL) 3859 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3861
3429 /* Give player new face */ 3862 /* Give player new face */
3430 if (item->animation_id) { 3863 if (item->animation_id)
3864 {
3431 who->face = skop->face; 3865 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3866 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3867 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3868 who->last_anim = 0;
3435 who->state = 0; 3869 who->state = 0;
3436 animate_object(who, who->direction); 3870 animate_object (who, who->direction);
3437 } 3871 }
3872 }
3873 }
3438 } 3874 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3875 else if (item->type == FORCE)
3876 {
3442 /* forces in the treasurelist can alter the player's stats */ 3877 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3878 object *skin;
3879
3444 /* first get the dragon skin force */ 3880 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3882 if (skin == NULL)
3447 if (skin == NULL) return; 3883 return;
3448 3884
3449 /* adding new spellpath attunements */ 3885 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3888 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3889
3453 /* print message */ 3890 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3891 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3892 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3893 {
3457 if (j) 3894 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3895 {
3459 else 3896 if (j)
3460 j = 1; 3897 strcat (buf, " and ");
3898 else
3899 j = 1;
3461 strcat(buf, spellpathnames[i]); 3900 strcat (buf, spellpathnames[i]);
3462 } 3901 }
3463 } 3902 }
3464 strcat(buf,"."); 3903 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3904 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3905 }
3467 3906
3468 /* evtl. adding flags: */ 3907 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3908 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3909 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3910 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3911 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3912 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3913 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3914
3476 /* print message if there is one */ 3915 /* print message if there is one */
3477 if (item->msg != NULL) 3916 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3917 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3918 }
3919 else
3479 } 3920 {
3480 else {
3481 /* generate misc. treasure */ 3921 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3922 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3923 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3924 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3925 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3926 esrv_send_item (who, tmp);
3487 } 3927 }
3488} 3928}
3489 3929
3490/** 3930/**
3491 * Unready an object for a player. This function does nothing if the object was 3931 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3932 * not readied.
3493 */ 3933 */
3934void
3494void player_unready_range_ob(player *pl, object *ob) { 3935player_unready_range_ob (player *pl, object *ob)
3936{
3495 rangetype i; 3937 rangetype i;
3496 3938
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3940 {
3498 if (pl->ranges[i] == ob) { 3941 if (pl->ranges[i] == ob)
3942 {
3499 pl->ranges[i] = NULL; 3943 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3944 if (pl->shoottype == i)
3945 {
3501 pl->shoottype = range_none; 3946 pl->shoottype = range_none;
3502 } 3947 }
3503 } 3948 }
3504 } 3949 }
3505} 3950}

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