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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 1.30 by root, Sat Dec 9 16:11:09 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));
334
323 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 338 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. 339 /* 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 340 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 341 * on the uncoming socket.
329 */ 342 */
330 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 344 set_first_map (p->ob);
332 345
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
335 send_rules(p->ob); 348 send_rules (p->ob);
336 send_news(p->ob); 349 send_news (p->ob);
337 display_motd(p->ob); 350 display_motd (p->ob);
338 get_name(p->ob); 351 get_name (p->ob);
352
339 return 0; 353 return 0;
340} 354}
341 355
342/* 356/*
343 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
346 */ 360 */
361archetype *
347archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
348{ 363{
349 archetype *start = at; 364 archetype *start = at;
365
350 for (;;) { 366 for (;;)
367 {
351 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
352 at=first_archetype; 369 at = first_archetype;
353 else 370 else
354 at=at->next; 371 at = at->next;
355 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
356 return at; 373 return at;
357 if (at == start) { 374 if (at == start)
375 {
358 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 377 exit (-1);
360 } 378 }
361 } 379 }
362} 380}
363 381
364 382
383object *
365object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
366 object *op = NULL; 386 object *op = NULL;
367 player *pl = NULL; 387 player *pl = NULL;
368 objectlink *ol; 388 objectlink *ol;
369 unsigned lastdist; 389 unsigned lastdist;
370 rv_vector rv; 390 rv_vector rv;
371 391
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393 {
373 /* We should not find free objects on this friendly list, but it 394 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
377 */ 398 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
379 object *tmp=ol->ob; 401 object *tmp = ol->ob;
380 402
381 /* Can't do much more other than log the fact, because the object 403 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 404 * itself will have been cleared.
383 */ 405 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 407 ol = ol->next;
386 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
387 if (!ol) return op; 409 if (!ol)
388 } 410 return op;
411 }
389 412
390 /* Remove special check for player from this. First, it looks to cause 413 /* 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 414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 415 * 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 416 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
396 */ 419 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 421 continue;
399 422
400 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
401 op=ol->ob; 425 op = ol->ob;
402 lastdist=rv.distance; 426 lastdist = rv.distance;
403 } 427 }
404 } 428 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
407 433
408 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
409 op=pl->ob; 435 {
410 lastdist=rv.distance; 436 op = pl->ob;
411 } 437 lastdist = rv.distance;
412 } 438 }
439 }
413 } 440 }
414#if 0 441#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 443#endif
417 return op; 444 return op;
418} 445}
419 446
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 447/* 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 448 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 486 * 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, 487 * 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 488 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 489 * is blocking itself.
463 */ 490 */
491int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
465 rv_vector rv; 494 rv_vector rv;
466 sint16 x,y; 495 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
469 498
470 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
471 500
472 if (rv.distance<mindiff) return 0; 501 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; 502 return 0;
725}
726 503
727void confirm_password(object *op) { 504 x = mon->x;
505 y = mon->y;
506 m = mon->map;
507 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
510 /* If we can't solve it within the search distance, return now. */
511 if (diff > max)
512 return 0;
513 while (diff > 1 && max > 0)
514 {
515 lastx = x;
516 lasty = y;
517 lastmap = m;
518 x = lastx + freearr_x[dir];
519 y = lasty + freearr_y[dir];
728 520
521 mflags = get_map_flags (m, &m, x, y, &x, &y);
522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
523
524 /* Space is blocked - try changing direction a little */
525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
528 /* recalculate direction from last good location. Possible
529 * we were not traversing ideal location before.
530 */
531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
532 if (rv.direction != dir)
533 {
534 /* OK - says direction should be different - lets reset the
535 * the values so it will try again.
536 */
537 x = lastx;
538 y = lasty;
539 m = lastmap;
540 dir = firstdir = rv.direction;
541 }
542 else
543 {
544 /* direct path is blocked - try taking a side step to
545 * either the left or right.
546 * Note increase the values in the loop below to be
547 * more than -1/1 respectively will mean the monster takes
548 * bigger detour. Have to be careful about these values getting
549 * too big (3 or maybe 4 or higher) as the monster may just try
550 * stepping back and forth
551 */
552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
555 continue; /* already did this, so skip it */
556 /* Use lastdir here - otherwise,
557 * since the direction that the creature should move in
558 * may change, you could get infinite loops.
559 * ie, player is northwest, but monster can only
560 * move west, so it does that. It goes some distance,
561 * gets blocked, finds that it should move north,
562 * can't do that, but now finds it can move east, and
563 * gets back to its original point. lastdir contains
564 * the last direction the creature has successfully
565 * moved.
566 */
567
568 x = lastx + freearr_x[absdir (lastdir + i)];
569 y = lasty + freearr_y[absdir (lastdir + i)];
570 m = lastmap;
571 mflags = get_map_flags (m, &m, x, y, &x, &y);
572 if (mflags & P_OUT_OF_MAP)
573 continue;
574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
577 if (mflags & P_BLOCKSVIEW)
578 continue;
579
580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
582 }
583 /* go through entire loop without finding a valid
584 * sidestep to take - thus, no valid path.
585 */
586 if (i == (DETOUR_AMOUNT + 1))
587 return 0;
588 diff--;
589 lastdir = dir;
590 max--;
591 if (!firstdir)
592 firstdir = dir + i;
593 } /* else check alternate directions */
594 } /* if blocked */
595 else
596 {
597 /* we moved towards creature, so diff is less */
598 diff--;
599 max--;
600 lastdir = dir;
601 if (!firstdir)
602 firstdir = dir;
603 }
604 if (diff <= 1)
605 {
606 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance.
608 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
611 }
612 if (diff > max)
613 return 0;
614 }
615 /* If we reached the max, didn't find a direction in time */
616 if (!max)
617 return 0;
618
619 return firstdir;
620}
621
622void
623give_initial_items (object *pl, treasurelist * items)
624{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629
630 for (op = pl->inv; op; op = next)
631 {
632 next = op->below;
633
634 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way
636 */
637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
638 SET_FLAG (op, FLAG_APPLIED);
639
640 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions
642 */
643 if (pl->type == PLAYER)
644 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
646 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 {
651 remove_ob (op);
652 free_object (op);
653 continue;
654 }
655 }
656
657 /* This really needs to be better - we should really give
658 * a substitute spellbook. The problem is that we don't really
659 * have a good idea what to replace it with (need something like
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */
663 if (op->type == SPELLBOOK || op->type == SKILL)
664 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name)
669 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678 if (op->nrof > 1)
679 op->nrof = 1;
680 }
681
682 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686
687 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be
689 * merged properly.
690 */
691 if (need_identify (op))
692 {
693 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
698 {
699 remove_ob (op);
700 free_object (op);
701 continue;
702 }
703 else if (op->type == SKILL)
704 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0;
707 op->level = 1;
708 }
709 /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */
713
714 /* Need to set up the skill pointers */
715 link_player_skills (pl);
716}
717
718void
719get_name (object *op)
720{
729 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 799}
733 800
801void
734void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
735 if (party == NULL) { 804 if (party == NULL)
805 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 807 return;
738 } 808 }
739 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 813}
744 814
745 815
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int
747int roll_stat(void) { 818roll_stat (void)
819{
748 int a[4],i,j,k; 820 int a[4], i, j, k;
749 821
750 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
752 824
753 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 826 if (a[i] < k)
755 k=a[i],j=i; 827 k = a[i], j = i;
756 828
757 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 830 {
831 if (i != j)
832 k += a[i];
833 }
761 return k; 834 return k;
762} 835}
763 836
837void
764void roll_stats(object *op) { 838roll_stats (object *op)
839{
765 int sum=0; 840 int sum = 0;
766 int i = 0, j = 0; 841 int i = 0, j = 0;
767 int statsort[7]; 842 int statsort[7];
768 843
844 do
769 do { 845 {
770 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 853 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+ 854 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
781 856
782 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
790 865
791 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
792 do { 868 {
793 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
794 j = statsort[i]; 871 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 873 statsort[i + 1] = j;
797 i = 0; 874 i = 0;
798 } else { 875 }
799 i++; 876 else
800 } 877 {
878 i++;
879 }
880 }
801 } while (i < 6); 881 while (i < 6);
802 882
803 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
810 890
811 891
812 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
819 899
820 op->level=1; 900 op->level = 1;
821 op->stats.exp=0; 901 op->stats.exp = 0;
822 op->stats.ac=0; 902 op->stats.ac = 0;
823 903
824 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
827 907
828 fix_player(op); 908 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
833} 913}
834 914
915void
835void Roll_Again(object *op) 916Roll_Again (object *op)
836{ 917{
837 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 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)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 921}
840 922
923void
841void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
842{ 925{
843 signed char tmp; 926 signed char tmp;
844 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
845 928
846 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 931 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,"); 932 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"); 933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 934 return;
851 } 935 }
852 936
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 938
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 939 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));
857 940
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 942
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 952 op->stats.ac = 0;
870 953
871 op->level=1; 954 op->level = 1;
872 op->stats.exp=0; 955 op->stats.exp = 0;
873 op->stats.ac=0; 956 op->stats.ac = 0;
874 957
875 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
878 961
879 fix_player(op); 962 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
885} 968}
886 969
887 970
888/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 974 * 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 975 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
894 */ 977 */
978int
895int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
896{ 980{
897 int keynum = key -'0'; 981 int keynum = key - '0';
898 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 984
901 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
902 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
903 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 992 }
907 else 993 else
908 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
909 995
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 997 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 } 998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
921 1010
922#if 0 1011#if 0
923 /* So that enter_exit will put us at startx/starty */ 1012 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 1013 op->x = -1;
925 1014
926 enter_exit(op,NULL); 1015 enter_exit (op, NULL);
927#endif 1016#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1017 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1018 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1019 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"); 1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1022 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1023 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1025 return 0;
936 } 1026 }
937 case 'y': 1027 case 'y':
938 case 'Y': 1028 case 'Y':
939 roll_stats(op); 1029 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1031 return 1;
942 1032
943 case 'q': 1033 case 'q':
944 case 'Q': 1034 case 'Q':
945 play_again(op); 1035 play_again (op);
946 return 1; 1036 return 1;
947 1037
948 default: 1038 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1040 return 0;
951 } 1041 }
952 return 0; 1042 return 0;
953} 1043}
954 1044
955/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
959 * not the class. 1049 * not the class.
960 */ 1050 */
961 1051
1052int
962int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
963{ 1054{
964 int tmp_loop; 1055 int tmp_loop;
965 1056
966 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
967 remove_ob(op); 1059 remove_ob (op);
968 play_again(op); 1060 play_again (op);
969 return 0; 1061 return 0;
970 } 1062 }
971 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
972 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
973 1066
974 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
977 1070
978 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
980 1073
981 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
982 1075
983 if (op->msg) { 1076 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1077 op->msg = NULL;
986 }
987 1078
988 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
989 * to save here. 1080 * to save here.
990 */ 1081 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1083 make_path_to_file (buf);
993 1084
994#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
996#endif 1087#endif
997 start_info(op); 1088 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1091 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1002 fix_player(op); 1093 fix_player (op);
1003 1094
1004 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1005 * is one for this race 1096 * is one for this race
1006 */ 1097 */
1007 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1008 object *tmp; 1100 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1012 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1104 tmp = get_object ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1019 * default initial map */ 1110 * default initial map */
1020 free_object(tmp); 1111 free_object (tmp);
1112 }
1021 } else { 1113 else
1114 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1116 }
1024 return 0; 1117 return 0;
1025 } 1118 }
1026 1119
1027 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1029 */ 1122 */
1030 1123
1031 tmp_loop = 0; 1124 tmp_loop = 0;
1032 while(!tmp_loop) { 1125 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1034 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1035 remove_statbonus(op); 1130 remove_statbonus (op);
1036 remove_ob (op); 1131 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1134 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1136 op->name = op->name_pl = name;
1042 op->name = name; 1137 op->x = x;
1043 free_string(op->name_pl); 1138 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 */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1142 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1144 }
1145
1056 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1148 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1062 if (op->msg) 1153 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 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; 1157 return 0;
1066} 1158}
1067 1159
1160int
1068int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1069{ 1162{
1070 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1071 1164
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1073 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1169 return 1;
1076 } 1170 }
1077 1171
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1080 1174
1081 terminate_all_pets(op); 1175 terminate_all_pets (op);
1082 leave_map(op); 1176 leave_map (op);
1083 op->direction=0; 1177 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1179
1087 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1181 check_score (op);
1089 op->contr->party=NULL; 1182 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1092 1185
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1187 {
1188 maptile *mp, *next;
1095 1189
1096 /* We need to hunt for any per player unique maps in memory and 1190 /* 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, 1191 * 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 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1193 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1102 next = mp->next; 1197 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1199 delete_map (mp);
1105 } 1200 }
1106 1201
1107 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1108 } 1203 }
1204
1109 play_again(op); 1205 play_again (op);
1110 return 1; 1206 return 1;
1111} 1207}
1112 1208
1209void
1113void flee_player(object *op) { 1210flee_player (object *op)
1211{
1114 int dir,diff; 1212 int dir, diff;
1115 rv_vector rv; 1213 rv_vector rv;
1116 1214
1117 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1219 return;
1121 } 1220 }
1122 1221
1123 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1226 return;
1127 } 1227 }
1128 1228
1129 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1132 */ 1232 */
1133 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1236 op->enemy = NULL;
1136 return; 1237 return;
1137 } 1238 }
1138 1239
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1140 op->enemy=NULL; 1242 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1244 return;
1143 } 1245 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1145 1247
1146 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1249 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 } 1250 {
1251 int m = 1 - (RANDOM () & 2);
1252
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return;
1256 }
1257 }
1154 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1260 op->enemy = NULL;
1157} 1261}
1158 1262
1159 1263
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* 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 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1266 * stop.
1163 */ 1267 */
1268int
1164int check_pick(object *op) { 1269check_pick (object *op)
1270{
1165 object *tmp, *next; 1271 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1272 int stop = 0;
1168 int j, k, wvratio; 1273 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1170 1275
1171
1172 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1174 return 1; 1278 return 1;
1175 1279
1176 op_tag = op->count;
1177
1178 next = op->below; 1280 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1281
1182 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1283 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1185 { 1285 {
1186 tmp = next; 1286 tmp = next;
1187 next = tmp->below; 1287 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1288
1191 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1192 return 0; 1290 return 0;
1193 1291
1194 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1195 continue; 1293 continue;
1196 1294
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1296 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1298 pick_up (op, tmp);
1201 continue; 1299 continue;
1202 } 1300 }
1203 1301
1204 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1206 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1306 {
1208 case 1: pick_up (op, tmp); 1307 case 0:
1209 return 1; 1308 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1309 case 1:
1211 return 0; 1310 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1311 return 1;
1213 case 4: pick_up (op, tmp); 1312 case 2:
1214 break; 1313 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1314 return 0;
1216 stop = 1; 1315 case 3:
1217 break; 1316 return 0; /* stop before pickup */
1218 case 6: 1317 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1318 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1319 break;
1221 pick_up(op, tmp); 1320 case 5:
1222 break; 1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1223 1328
1224 case 7: 1329 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1331 pick_up (op, tmp);
1227 break; 1332 break;
1228 1333
1229 default: 1334 default:
1230 /* use value density */ 1335 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1338 pick_up (op, tmp);
1234 >= op->contr->mode) 1339 }
1235 pick_up(op,tmp); 1340 }
1236 } 1341 else
1237 } 1342 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1343 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1344 if (op->contr->mode & PU_DEBUG)
1241 { 1345 {
1242 /* some debugging code to figure out item information */ 1346 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1347 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1349 &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)))); 1350 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1352 &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); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1354
1253 sprintf(putstring,"...flags: "); 1355 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1356 for (k = 0; k < 4; k++)
1255 { 1357 {
1256 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1257 { 1359 {
1258 if((tmp->flags[k]>>j)&0x01) 1360 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1361 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1362 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1363 strcat (putstring, tmpstr);
1262 } 1364 }
1263 } 1365 }
1264 } 1366 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1368
1267#if 0 1369#if 0
1268 /* print the flags too */ 1370 /* print the flags too */
1269 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1270 { 1372 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1273 { 1375 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1276 } 1378 fprintf (stderr, " ");
1379 }
1277 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1381 }
1279#endif 1382#endif
1280 } 1383 }
1281 /* philosophy: 1384 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1385 * 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 1386 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1389 * example.
1287 * The drawback: right now it has no frontend, so you need to 1390 * 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 1391 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1290 */ 1393 */
1291 1394
1292 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1295 1398
1296 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1297 1400
1298 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1299 1403
1300 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1406 * anything up */
1303 1407
1304 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1305 1410
1306 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1413 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1310 1416
1311 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1313 1420
1314 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1316 1424
1317 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1322 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1435 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; } 1436 {
1437 pick_up (op, tmp);
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 continue;
1446 }
1329 1447
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1334 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1337 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1340 1469
1341 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1345 1477
1346 /* pick up all magical items */ 1478 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1480 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; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1350 1485
1351 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1352 { 1487 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1355 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1356 1494
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1361 1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1362 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1366 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1369 1525
1370 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1374 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1377 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1380 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1383 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1386 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1389 1568
1390 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1394 1576
1395 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1579 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1581 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1403 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1591 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1409 } 1595 continue;
1410 } 1596 }
1597 }
1598 }
1411 1599
1412 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1416 1607
1417 /* any of the last 4 bits set means we use the ratio for value 1608 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1609 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1420 { 1611 {
1421 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1614 /* >=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 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1618 {
1428 pick_up(op, tmp); 1619 pick_up (op, tmp);
1429#if 0 1620#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1432 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1433 } 1625 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1626 else
1627 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1630#endif
1438 continue; 1631 continue;
1439 } 1632 }
1633 }
1634 } /* the new pickup model */
1440 } 1635 }
1441 } /* the new pickup model */ 1636
1442 }
1443 return ! stop; 1637 return !stop;
1444} 1638}
1445 1639
1446/* 1640/*
1447 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1643 * found object is returned.
1450 */ 1644 */
1645object *
1451object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1452{ 1647{
1453 object *tmp = NULL; 1648 object *tmp = NULL;
1454 1649
1455 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1651 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); 1652 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1460 return op; 1654 return op;
1461 return tmp; 1655 return tmp;
1462} 1656}
1463 1657
1464/* 1658/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1659 * 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 1660 * 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 1661 * 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. 1662 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1663 */
1470 1664
1665object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1667{
1473 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1475 1670
1476 if (!type) 1671 if (!type)
1477 return NULL; 1672 return NULL;
1478 1673
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1677 {
1678 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1680 if (i > betterby)
1485 tmp = ntmp; 1681 {
1486 betterby = i; 1682 tmp = ntmp;
1487 } 1683 betterby = i;
1684 }
1685 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1489 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1690 {
1492 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1692 {
1494 return arrow; 1693 *better = 100;
1495 } else { 1694 return arrow;
1496 tmp = arrow; 1695 }
1696 else
1697 {
1698 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1700 }
1499 } else { 1701 }
1702 else
1703 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 {
1501 attacktype = 1<<attacknum; 1706 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1707 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) { 1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1709 {
1710 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1712 }
1507 } 1713 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1715 {
1716 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1717 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1718 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1720 {
1721 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1722 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1723 }
1724 }
1725 }
1516 } 1726 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1728 return find_arrow (op, type);
1521 1729
1522 *better = betterby; 1730 *better = betterby;
1523 return tmp; 1731 return tmp;
1524} 1732}
1525 1733
1526/* looks in a given direction, finds the first valid target, and calls 1734/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1736 * op = the shooter
1529 * type = bow->race 1737 * type = bow->race
1530 * dir = fire direction 1738 * dir = fire direction
1531 */ 1739 */
1532 1740
1741object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1534{ 1743{
1535 object *tmp = NULL; 1744 object *tmp = NULL;
1536 mapstruct *m; 1745 maptile *m;
1537 int i, mflags, found, number; 1746 int i, mflags, found, number;
1538 sint16 x, y; 1747 sint16 x, y;
1539 1748
1540 if (op->map == NULL) 1749 if (op->map == NULL)
1541 return find_arrow(op, type); 1750 return find_arrow (op, type);
1542 1751
1543 /* do a dex check */ 1752 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 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))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1755 return find_arrow (op, type);
1547 1756
1548 m = op->map; 1757 m = op->map;
1549 x = op->x; 1758 x = op->x;
1550 y = op->y; 1759 y = op->y;
1551 1760
1552 /* find the first target */ 1761 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1554 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1558 tmp = NULL; 1769 tmp = NULL;
1559 break; 1770 break;
1771 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1775 * perhaps a bad assumption.
1563 */ 1776 */
1564 tmp = NULL; 1777 tmp = NULL;
1565 break; 1778 break;
1566 } 1779 }
1567 if (mflags & P_IS_ALIVE) { 1780 if (mflags & P_IS_ALIVE)
1781 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1783 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1784 {
1571 break; 1785 found++;
1572 } 1786 break;
1787 }
1573 if (found) 1788 if (found)
1574 break; 1789 break;
1575 } 1790 }
1576 } 1791 }
1577 if (tmp == NULL) 1792 if (tmp == NULL)
1578 return find_arrow(op, type); 1793 return find_arrow (op, type);
1579 1794
1580 if (tmp->head) 1795 if (tmp->head)
1581 tmp = tmp->head; 1796 tmp = tmp->head;
1582 1797
1583 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1584} 1799}
1585 1800
1586/* 1801/*
1587 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1806 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1807 * 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 1808 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1809 * player fire modes.
1595 */ 1810 */
1811int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1813{
1599 object *left, *bow; 1814 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1815 int bowspeed, mflags;
1602 mapstruct *m; 1816 maptile *m;
1603 1817
1604 if (!dir) { 1818 if (!dir)
1819 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1821 return 0;
1607 } 1822 }
1608 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1610 else { 1825 else
1826 {
1611 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1828 /* 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. 1829 * don't need to switch back and forth between bows and weapons.
1614 */ 1830 */
1615 if(bow->type==BOW) 1831 if (bow->type == BOW)
1616 break; 1832 break;
1617 1833
1618 if (!bow) { 1834 if (!bow)
1835 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1837 return 0;
1621 } 1838 }
1622 } 1839 }
1623 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1843 return 0;
1626 } 1844 }
1627 1845
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1847
1630 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1851 if (bowspeed < 1)
1634 bowspeed = 1; 1852 bowspeed = 1;
1635 1853
1636 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1638 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 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 */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1861 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1863 return 0;
1645 } 1864 }
1646 } 1865 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1868 {
1869 return 0;
1870 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1874 return 0;
1654 } 1875 }
1655 1876
1656 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1879 {
1658 remove_ob(arrow); 1880 remove_ob (arrow);
1659 free_object(arrow); 1881 free_object (arrow);
1660 return 0; 1882 return 0;
1661 } 1883 }
1662 1884
1663 left = arrow; /* these are arrows left to the player */ 1885 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1886 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1887 if (arrow == NULL)
1888 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1890 return 0;
1669 return 0;
1670 } 1891 }
1671 set_owner(arrow, op); 1892 set_owner (arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1893 arrow->skill = bow->skill;
1674 1894
1675 arrow->direction=dir; 1895 arrow->direction = dir;
1676 arrow->x = sx; 1896 arrow->x = sx;
1677 arrow->y = sy; 1897 arrow->y = sy;
1678 1898
1679 if (op->type == PLAYER) { 1899 if (op->type == PLAYER)
1900 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1902 fix_player (op);
1682 } 1903 }
1683 1904
1684 SET_ANIMATION(arrow, arrow->direction); 1905 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1907 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1908 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1909 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1910 arrow->spellarg = strdup_local (arrow->slaying);
1690 1911
1691 /* Note that this was different for monsters - they got their level 1912 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1913 * added to the damage. I think the strength bonus is more proper.
1693 */ 1914 */
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 1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1699 /* update the speed */ 1918 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1920 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 1921
1705 if (arrow->speed < 1.0) 1922 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1923 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1924 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1925 arrow->speed_left = 0;
1709 1926
1710 if (op->type == PLAYER) { 1927 if (op->type == PLAYER)
1928 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1931 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 1932
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1934 }
1935 else
1936 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1937 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; 1938 arrow->level = op->level;
1722 } 1939 }
1940
1723 if (arrow->attacktype == AT_PHYSICAL) 1941 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1942 arrow->attacktype |= bow->attacktype;
1943
1725 if (bow->slaying != NULL) 1944 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1945 arrow->slaying = bow->slaying;
1727 1946
1728 arrow->map = m; 1947 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1948 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1950
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1951 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); 1952 insert_ob_in_map (arrow, m, op, 0);
1735 1953
1736 if (!was_destroyed(arrow, tag)) 1954 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1955 move_arrow (arrow);
1738 1956
1739 if (op->type == PLAYER) { 1957 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1958 {
1959 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1960 esrv_del_item (op->contr, left->count);
1742 else 1961 else
1743 esrv_send_item(op, left); 1962 esrv_send_item (op, left);
1744 } 1963 }
1964
1745 return 1; 1965 return 1;
1746} 1966}
1747 1967
1748/* Special fire code for players - this takes into 1968/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1969 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1970 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1971 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1972 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1973 * hence the function name.
1754 */ 1974 */
1975int
1755int player_fire_bow(object *op, int dir) 1976player_fire_bow (object *op, int dir)
1756{ 1977{
1757 int ret=0, wcmod=0; 1978 int ret = 0, wcmod = 0;
1758 1979
1759 if (op->contr->bowtype == bow_bestarrow) { 1980 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1981 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1982 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); 1983 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1987 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1989 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1990 else if (op->contr->bowtype == bow_threewide)
1991 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1992 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)]); 1993 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)]); 1994 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1995 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1996 else if (op->contr->bowtype == bow_spreadshot)
1997 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1998 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); 1999 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); 2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 2001
1777 } else { 2002 }
2003 else
2004 {
1778 /* Simple case */ 2005 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 2007 }
1781 return ret; 2008 return ret;
1782} 2009}
1783 2010
1784 2011
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 2012/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2013 * Broken apart from 'fire' to keep it more readable.
1787 */ 2014 */
2015void
1788void fire_misc_object(object *op, int dir) 2016fire_misc_object (object *op, int dir)
1789{ 2017{
1790 object *item; 2018 object *item;
1791 2019
1792 if (!op->contr->ranges[range_misc]) { 2020 if (!op->contr->ranges[range_misc])
2021 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2023 return;
1795 } 2024 }
1796 2025
1797 item = op->contr->ranges[range_misc]; 2026 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2027 if (!item->inv)
2028 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2029 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2030 return;
1801 } 2031 }
1802 if (item->type == WAND) { 2032 if (item->type == WAND)
2033 {
1803 if(item->stats.food<=0) { 2034 if (item->stats.food <= 0)
2035 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2036 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)); 2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2038 return;
1807 } 2039 }
2040 }
1808 } else if (item->type == ROD || item->type==HORN) { 2041 else if (item->type == ROD || item->type == HORN)
2042 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2046 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2047 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)); 2048 else
1814 else 2049 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; 2050 return;
1818 } 2051 }
1819 } 2052 }
1820 2053
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2054 if (cast_spell (op, item, dir, item->inv, NULL))
2055 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2056 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1824 if (!(--item->stats.food)) { 2059 if (!(--item->stats.food))
1825 object *tmp; 2060 {
1826 if (item->arch) { 2061 object *tmp;
2062
2063 if (item->arch)
2064 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2065 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2066 item->face = item->arch->clone.face;
1829 item->speed = 0; 2067 item->speed = 0;
1830 update_ob_speed(item); 2068 update_ob_speed (item);
1831 } 2069 }
1832 if ((tmp=is_player_inv(item))) 2070 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2071 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2072 }
1835 } 2073 }
1836 else if (item->type == ROD || item->type==HORN) { 2074 else if (item->type == ROD || item->type == HORN)
2075 {
1837 drain_rod_charge(item); 2076 drain_rod_charge (item);
1838 } 2077 }
1839 } 2078 }
1840} 2079}
1841 2080
1842/* Received a fire command for the player - go and do it. 2081/* Received a fire command for the player - go and do it.
1843 */ 2082 */
2083void
1844void fire(object *op,int dir) { 2084fire (object *op, int dir)
2085{
1845 int spellcost=0; 2086 int spellcost = 0;
1846 2087
1847 /* check for loss of invisiblity/hide */ 2088 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2089 if (action_makes_visible (op))
2090 make_visible (op);
1849 2091
1850 switch(op->contr->shoottype) { 2092 switch (op->contr->shoottype)
2093 {
1851 case range_none: 2094 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; 2095 return;
1888 default: 2096
2097 case range_bow:
2098 player_fire_bow (op, dir);
2099 return;
2100
2101 case range_magic: /* Casting spells */
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2103 return;
2104
2105 case range_misc:
2106 fire_misc_object (op, dir);
2107 return;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2133 return;
1891 } 2134 }
1892} 2135}
1893 2136
1894 2137
1895 2138
1902 * inv is the objects inventory to searched 2145 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2146 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2147 * This function can be called recursively to search containers.
1905 */ 2148 */
1906 2149
2150object *
1907object * find_key(object *pl, object *container, object *door) 2151find_key (object *pl, object *container, object *door)
1908{ 2152{
1909 object *tmp,*key; 2153 object *tmp, *key;
1910 2154
1911 /* Should not happen, but sanity checking is never bad */ 2155 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2156 if (container->inv == NULL)
2157 return NULL;
1913 2158
1914 /* First, lets try to find a key in the top level inventory */ 2159 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2161 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2162 if (door->type == DOOR && tmp->type == KEY)
2163 break;
1917 /* For sanity, we should really check door type, but other stuff 2164 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2165 * (like containers) can be locked with special keys
1919 */ 2166 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2168 break;
1922 } 2169 }
1923 /* No key found - lets search inventories now */ 2170 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2171 /* 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 2172 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2173 * a key, return
1927 */ 2174 */
1928 if (!tmp) { 2175 if (!tmp)
2176 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2178 {
1930 /* No reason to search empty containers */ 2179 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2180 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2181 {
2182 if ((key = find_key (pl, tmp, door)) != NULL)
2183 return key;
2184 }
2185 }
2186 if (!tmp)
2187 return NULL;
1933 } 2188 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2189 /* 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 2190 * see if we actually want to use it
1939 */ 2191 */
1940 if (pl!=container) { 2192 if (pl != container)
2193 {
1941 /* Only let players use keys in containers */ 2194 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2195 if (!pl->contr)
2196 return NULL;
1943 /* cases where this fails: 2197 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2198 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2199 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2200 * If the container is not active, return now since only active
1947 * containers can be used. 2201 * containers can be used.
1948 * If we only search keyrings and the container does not have 2202 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2203 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2204 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2205 * inv must have been an container and must have been active.
1952 * 2206 *
1953 * Change the color so that the message doesn't disappear with 2207 * Change the color so that the message doesn't disappear with
1954 * all the others. 2208 * all the others.
1955 */ 2209 */
1956 if (pl->contr->usekeys == key_inventory || 2210 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2211 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2212 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2213 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2215 "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; 2216 return NULL;
1965 } 2217 }
1966 } 2218 }
1967 return tmp; 2219 return tmp;
1968} 2220}
1969 2221
1970/* moved door processing out of move_player_attack. 2222/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2223 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2224 * such that the caller should not do anything more,
1973 * 0 otherwise 2225 * 0 otherwise
1974 */ 2226 */
2227static int
1975static int player_attack_door(object *op, object *door) 2228player_attack_door (object *op, object *door)
1976{ 2229{
1977 2230
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2231 /* 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 - 2232 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2233 * otherwise, we fall through to the rest of the code.
1981 */ 2234 */
1982 object *key=find_key(op, op, door); 2235 object *key = find_key (op, op, door);
1983 2236
1984 /* IF we found a key, do some extra work */ 2237 /* IF we found a key, do some extra work */
1985 if (key) { 2238 if (key)
2239 {
1986 object *container=key->env; 2240 object *container = key->env;
1987 2241
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2243 if (action_makes_visible (op))
2244 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2247 if (door->type == DOOR)
2248 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2250 }
1994 else if(door->type==LOCKED_DOOR) { 2251 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2252 {
1996 "You open the door with the %s", query_short_name(key)); 2253 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 ;-) */ 2254 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2255 }
1999 /* Do this after we print the message */ 2256 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2257 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2258 /* Need to update the weight the container the key was in */
2002 if (container != op) 2259 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2260 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2261 return 1; /* Nothing more to do below */
2262 }
2005 } else if (door->type==LOCKED_DOOR) { 2263 else if (door->type == LOCKED_DOOR)
2264 {
2006 /* Might as well return now - no other way to open this */ 2265 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2267 return 1;
2009 } 2268 }
2010 return 0; 2269 return 0;
2011} 2270}
2012 2271
2013/* This function is just part of a breakup from move_player. 2272/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2273 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2274 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2275 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2276 * going to try and move (not fire weapons).
2018 */ 2277 */
2019 2278
2279void
2020void move_player_attack(object *op, int dir) 2280move_player_attack (object *op, int dir)
2021{ 2281{
2022 object *tmp, *mon, *tpl; 2282 object *tmp, *mon;
2023 sint16 nx, ny; 2283 sint16 nx, ny;
2024 int on_battleground; 2284 int on_battleground;
2025 mapstruct *m; 2285 maptile *m;
2026 2286
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2287 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2288 ny = freearr_y[dir] + op->y;
2031 2289
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2290 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2291
2034 /* If braced, or can't move to the square, and it is not out of the 2292 /* 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 2293 * 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 2294 * 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 2295 * 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 2296 * 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 2297 * 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 2298 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2299 * move_ob uses.
2042 */ 2300 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2303 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2305 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2306 if (!m)
2047 } 2307 return; /* Don't think this should happen */
2048 else m =tpl->map; 2308 }
2049 2309 else
2310 m = op->map;
2311
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2313 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2315 return;
2053 } 2316 }
2054 2317
2055 mon = NULL; 2318 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2319 /* 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. 2320 * 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 2321 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2322 * on the space
2060 */ 2323 */
2061 while (tmp!=NULL) { 2324 while (tmp != NULL)
2325 {
2062 if (tmp == op) { 2326 if (tmp == op)
2063 tmp=tmp->above; 2327 {
2064 continue; 2328 tmp = tmp->above;
2065 } 2329 continue;
2330 }
2331
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2333 {
2068 break; 2334 mon = tmp;
2069 } 2335 break;
2336 }
2337
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2338 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2339 mon = tmp;
2340
2072 tmp=tmp->above; 2341 tmp = tmp->above;
2073 } 2342 }
2074 2343
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2344 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2345 return; /* into a wall */
2077 2346
2078 if(mon->head != NULL) 2347 if (mon->head != NULL)
2079 mon = mon->head; 2348 mon = mon->head;
2080 2349
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2351 if (player_attack_door (op, mon))
2352 return;
2083 2353
2084 /* The following deals with possibly attacking peaceful 2354 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2355 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2356 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2357 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2358 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2359 * and thus will not push them.
2090 */ 2360 */
2091 2361
2092 /* If the creature is a pet, push it even if the player is not 2362 /* 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 2363 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2364 * player owns it and it is either friendly or unagressive.
2095 */ 2365 */
2096 if ((op->type==PLAYER) 2366 if ((op->type == PLAYER)
2097#if COZY_SERVER 2367#if COZY_SERVER
2098 && 2368 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr 2369 ((get_owner (mon) && get_owner (mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2371#else
2105 && get_owner(mon)==op 2372 && get_owner (mon) == op
2106#endif 2373#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2375 {
2109 /* If we're braced, we don't want to switch places with it */ 2376 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2377 if (op->contr->braced)
2378 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2380 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2381 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op);
2114 return; 2383 return;
2115 } 2384 }
2116 2385
2117 /* in certain circumstances, you shouldn't attack friendly 2386 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2387 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2388 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2389 * attack them either.
2121 */ 2390 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2391 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2393#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2394 (op->contr->peaceful
2395 || (mon->type == PLAYER
2396 && mon->contr->
2397 peaceful)) &&
2127#else 2398#else
2128 op->contr->peaceful && 2399 op->contr->peaceful &&
2129#endif 2400#endif
2130 !on_battleground 2401 !on_battleground))
2402 {
2403 if (!op->contr->braced)
2131 )) { 2404 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2406 (void) push_ob (mon, dir, op);
2135 } else { 2407 }
2408 else
2409 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2410 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2411 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2412 if (op->contr->tmp_invis || op->hide)
2139 } 2413 make_visible (op);
2414 }
2140 2415
2141 /* If the object is a boulder or other rollable object, then 2416 /* 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. 2417 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2418 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2419 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2420 {
2145 recursive_roll(mon,dir,op); 2421 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2422 if (action_makes_visible (op))
2147 } 2423 make_visible (op);
2424 }
2148 2425
2149 /* Any generic living creature. Including things like doors. 2426 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2427 * 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: 2428 * 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 2429 * 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. 2430 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2431 */
2155 2432
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2435 {
2159 2436
2160 /* If the player hasn't hit something this tick, and does 2437 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2438 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2439 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2440 * incurred a 1 tick offset.
2164 */ 2441 */
2165 if (!op->contr->has_hit) { 2442 if (!op->contr->has_hit)
2443 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2444 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2445
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2447 }
2170 2448
2171 skill_attack(mon, op, 0, NULL, NULL); 2449 skill_attack (mon, op, 0, NULL, NULL);
2172 2450
2173 /* If attacking another player, that player gets automatic 2451 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2452 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2453 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2454 * the wiz.
2177 */ 2455 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2456 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)) { 2457 {
2180 short luck = mon->stats.luck; 2458 short luck = mon->stats.luck;
2459
2181 mon->contr->has_hit = 1; 2460 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2461 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2462 mon->stats.luck = luck;
2184 } 2463 }
2185 if(action_makes_visible(op)) make_visible(op); 2464 if (action_makes_visible (op))
2186 } 2465 make_visible (op);
2466 }
2187 } /* if player should attack something */ 2467 } /* if player should attack something */
2188} 2468}
2189 2469
2470int
2190int move_player(object *op,int dir) { 2471move_player (object *op, int dir)
2472{
2191 int pick; 2473 int pick;
2192 object *transport = op->contr->transport;
2193 2474
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2475 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; 2476 return 0;
2477
2478 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9))
2480 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0;
2483 }
2484
2485 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2488
2489 op->facing = dir;
2490
2491 if (op->hide)
2492 do_hidden_move (op);
2493
2494 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495 /*nop */ ;
2496 else if (op->contr->fire_on)
2497 fire (op, dir);
2498 else
2499 {
2500 move_player_attack (op, dir);
2501 pick = check_pick (op);
2502 }
2503
2504 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing.
2506 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir;
2510 }
2511 else
2512 {
2513 op->direction = 0;
2514 }
2515 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities
2517 * for players.
2518 */
2519 animate_object (op, op->facing);
2520 return 0;
2256} 2521}
2257 2522
2258/* This is similar to handle_player, below, but is only used by the 2523/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2524 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2525 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2526 * the new speed values for commands.
2262 * 2527 *
2263 * Returns true if there are more actions we can do. 2528 * Returns true if there are more actions we can do.
2264 */ 2529 */
2530int
2265int handle_newcs_player(object *op) 2531handle_newcs_player (object *op)
2266{ 2532{
2267 if (op->contr->hidden) { 2533 if (op->contr->hidden)
2534 {
2268 op->invisible = 1000; 2535 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2536 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2537 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2538 * alternate it here for it to work correctly.
2272 */ 2539 */
2273 if (pticks & 2) op->invisible--; 2540 if (pticks & 2)
2541 op->invisible--;
2274 } 2542 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2276 op->invisible--; 2545 op->invisible--;
2277 if(!op->invisible) { 2546 if (!op->invisible)
2547 {
2278 make_visible(op); 2548 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2550 }
2281 } 2551 }
2282 2552
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 {
2284 flee_player(op); 2555 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2556 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2557 if (QUERY_FLAG (op, FLAG_SCARED))
2558 {
2287 op->speed_left--; 2559 op->speed_left--;
2288 return 0; 2560 return 0;
2289 } 2561 }
2290 } 2562 }
2291 2563
2292 /* I've been seeing crashes where the golem has been destroyed, but 2564 /* 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 2565 * 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 2566 * 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. 2567 * put this in a a workaround to clean up the golem pointer.
2296 */ 2568 */
2297 if (op->contr->ranges[range_golem] && 2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2570 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2571
2304 /* call this here - we also will call this in do_ericserver, but 2572 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2573 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2574 * called, so we recheck it here.
2307 */ 2575 */
2308 HandleClient(&op->contr->socket, op->contr); 2576 HandleClient (&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2577 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; 2578 return 0;
2324}
2325 2579
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 {
2582 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--;
2584
2585 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff.
2588 */
2589 move_player (op, op->direction);
2590 if (op->speed_left > 0)
2591 return 1;
2592 else
2593 return 0;
2594 }
2595 return 0;
2596}
2597
2598int
2326int save_life(object *op) { 2599save_life (object *op)
2600{
2327 object *tmp; 2601 object *tmp;
2328 2602
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2603 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; 2604 return 0;
2605
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2611 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp);
2614 free_object (tmp);
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp;
2618 if (op->stats.food < 0)
2619 op->stats.food = 999;
2620 fix_player (op);
2621 return 1;
2622 }
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */
2626 return 0;
2354} 2627}
2355 2628
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2629/* 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 2630 * 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 2631 * function will descend into containers. op is the object to start the search
2359 * from. 2632 * from.
2360 */ 2633 */
2634void
2361void remove_unpaid_objects(object *op, object *env) 2635remove_unpaid_objects (object *op, object *env)
2362{ 2636{
2363 object *next; 2637 object *next;
2364 2638
2365 while (op) { 2639 while (op)
2640 {
2366 next=op->below; /* Make sure we have a good value, in case 2641 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2642 * we remove object 'op'
2368 */ 2643 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2370 remove_ob(op); 2646 remove_ob (op);
2371 op->x = env->x; 2647 op->x = env->x;
2372 op->y = env->y; 2648 op->y = env->y;
2373 if (env->type == PLAYER) 2649 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2650 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2651 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2652 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2653 else if (op->inv)
2378 op=next; 2654 remove_unpaid_objects (op->inv, env);
2655 op = next;
2379 } 2656 }
2380} 2657}
2381 2658
2382 2659
2383/* 2660/*
2385 * Moved from apply.c to player.c - player.c is what 2662 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2663 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2664 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2665 * but there isn't one in the server directory.
2389 */ 2666 */
2667char *
2390char *gravestone_text (object *op) 2668gravestone_text (object *op)
2391{ 2669{
2392 static char buf2[MAX_BUF]; 2670 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2671 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2672 time_t now = time (NULL);
2395 2673
2396 strcpy (buf2, " R.I.P.\n\n"); 2674 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2677 else
2400 sprintf (buf, "%s\n", op->name); 2678 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2680 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2681 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2682 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2683 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2686 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2687 if (op->type == PLAYER)
2688 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2689 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2690 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2691 strcat (buf2, buf);
2413 } 2692 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2694 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2695 strcat (buf2, buf);
2417 return buf2; 2696 return buf2;
2418} 2697}
2419 2698
2420 2699
2421 2700
2701void
2422void do_some_living(object *op) { 2702do_some_living (object *op)
2703{
2423 int last_food=op->stats.food; 2704 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2705 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2706 int over_hp, over_sp, over_grace;
2426 int i; 2707 int i;
2427 int rate_hp = 1200; 2708 int rate_hp = 1200;
2428 int rate_sp = 2500; 2709 int rate_sp = 2500;
2429 int rate_grace = 2000; 2710 int rate_grace = 2000;
2430 const int max_hp = 1; 2711 const int max_hp = 1;
2431 const int max_sp = 1; 2712 const int max_sp = 1;
2432 const int max_grace = 1; 2713 const int max_grace = 1;
2433 2714
2434 if (op->contr->outputs_sync) { 2715 if (op->contr->outputs_sync)
2716 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2718 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]); 2719 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2720 }
2440 2721
2441 if(op->contr->state==ST_PLAYING) { 2722 if (op->contr->state == ST_PLAYING)
2723 {
2442 2724
2443 /* these next three if clauses make it possible to SLOW DOWN 2725 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2726 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2727 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2729 else
2730 {
2448 gen_hp = op->stats.maxhp; 2731 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2733 }
2451 if(op->contr->gen_sp >= 0 ) 2734 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2736 else
2737 {
2454 gen_sp = op->stats.maxsp; 2738 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2740 }
2457 if(op->contr->gen_grace >= 0) 2741 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2743 else
2744 {
2460 gen_grace = op->stats.maxgrace; 2745 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2747 }
2463 2748
2464 /* Regenerate Spell Points */ 2749 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2752 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) { 2753 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2754 {
2755 op->stats.sp++;
2469 /* dms do not consume food */ 2756 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2758 {
2759 op->stats.food--;
2472 if(op->contr->digestion<0) 2760 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2761 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2762 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; 2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2477 } 2790 }
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 2791
2498 /* Regenerate Grace */ 2792 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2794 if (--op->last_grace < 0)
2795 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2796 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2797 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2798 if (max_grace > 1)
2799 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2801 if (over_grace > 0)
2506 op->stats.sp += over_grace 2802 {
2803 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; 2804 + (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; 2805 op->last_grace = 0;
2509 } else { 2806 }
2807 else
2808 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2809 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2810 }
2512 } else { 2811 }
2812 else
2813 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2815 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2816 /* wearing stuff doesn't detract from grace generation. */
2516 } 2817 }
2517 2818
2518 /* Regenerate Hit Points */ 2819 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2820 if (--op->last_heal < 0)
2821 {
2520 if(op->stats.hp<op->stats.maxhp) { 2822 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2823 {
2824 op->stats.hp++;
2522 /* dms do not consume food */ 2825 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2826 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2827 {
2828 op->stats.food--;
2525 if(op->contr->digestion<0) 2829 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2830 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2831 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; 2832 op->stats.food = last_food;
2833 }
2834 }
2835 if (max_hp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841 op->last_heal = 0;
2842 }
2843 else
2844 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 }
2847 }
2848 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 }
2530 } 2852 }
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 2853
2546 /* Digestion */ 2854 /* Digestion */
2547 if(--op->last_eat<0) { 2855 if (--op->last_eat < 0)
2856 {
2548#ifdef COZY_SERVER 2857#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2860#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2861 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 2862#endif
2556 2863
2557 if(op->contr->gen_hp > 0) 2864 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2866 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2868 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2869 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2870 op->stats.food--;
2871 }
2564 } 2872 }
2565 2873
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875 {
2567 object *tmp, *flesh=NULL; 2876 object *tmp, *flesh = NULL;
2568 2877
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2885 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2886 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2887 break;
2576 } 2888 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2889 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2890 flesh = tmp;
2579 } /* end of for loop */ 2891 } /* End if paid for object */
2892 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2893 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2894 * eat flesh instead.
2582 */ 2895 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2899 manual_apply (op, flesh, 0);
2586 } 2900 }
2587 } /* end if player is starving */ 2901 } /* end if player is starving */
2588 2902
2589 while(op->stats.food<0&&op->stats.hp>0) 2903 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2904 op->stats.food++, op->stats.hp--;
2591 2905
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2907 kill_player (op);
2594} 2908}
2595 2909
2596 2910
2597 2911
2598/* If the player should die (lack of hp, food, etc), we call this. 2912/* 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 2913 * 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 2914 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2915 * file.
2602 */ 2916 */
2917void
2603void kill_player(object *op) 2918kill_player (object *op)
2604{ 2919{
2605 char buf[MAX_BUF]; 2920 char buf[MAX_BUF];
2606 int x,y,i; 2921 int x, y;
2922
2923 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2924 maptile *map; /* this is for resurrection */
2925
2608 int z; 2926 /* int z;
2609 int num_stats_lose; 2927 int num_stats_lose;
2610 int lost_a_stat; 2928 int lost_a_stat;
2611 int lose_this_stat; 2929 int lose_this_stat;
2612 int this_stat; 2930 int this_stat; */
2613 int will_kill_again; 2931 int will_kill_again;
2614 archetype *at; 2932 archetype *at;
2615 object *tmp; 2933 object *tmp;
2616 2934
2617 if(save_life(op)) 2935 if (save_life (op))
2618 return; 2936 return;
2619 2937
2620 2938
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2939 /* 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. 2940 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2941 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2942 */
2625 if (op_on_battleground(op, &x, &y)) { 2943 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2944 {
2627 "You have been defeated in combat!"); 2945 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, 2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2947
2630
2631 /* restore player */ 2948 /* restore player */
2632 at = find_archetype("poisoning"); 2949 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2951 if (tmp)
2952 {
2635 remove_ob(tmp); 2953 remove_ob (tmp);
2636 free_object(tmp); 2954 free_object (tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2956 }
2639 2957
2640 at = find_archetype("confusion"); 2958 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2959 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2960 if (tmp)
2961 {
2643 remove_ob(tmp); 2962 remove_ob (tmp);
2644 free_object(tmp); 2963 free_object (tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2965 }
2647 2966
2648 cure_disease(op,0); /* remove any disease */ 2967 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2969 if (op->stats.food <= 0)
2651 2970 op->stats.food = 999;
2971
2652 /* create a bodypart-trophy to make the winner happy */ 2972 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2973 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2974 if (tmp != NULL)
2655 { 2975 {
2656 sprintf(buf,"%s's finger",op->name); 2976 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2977 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2978 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2979 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2981 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2982 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2983 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2984 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2985 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2986 }
2987
2669 /* teleport defeated player to new destination*/ 2988 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2989 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2990 op->contr->braced = 0;
2672 return; 2991 return;
2673 } 2992 }
2674 2993
2675 INVOKE_PLAYER (DEATH, op->contr); 2994 INVOKE_PLAYER (DEATH, op->contr);
2676 2995
2677 command_kill_pets (op, 0); 2996 command_kill_pets (op, 0);
2678 2997
2679 if(op->stats.food<0) { 2998 if (op->stats.food < 0)
2999 {
2680 if (op->contr->explore) { 3000 if (op->contr->explore)
3001 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3002 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..."); 3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 3004 op->stats.food = 999;
2684 return; 3005 return;
2685 } 3006 }
2686 sprintf(buf,"%s starved to death.",op->name); 3007 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3008 strcpy (op->contr->killer, "starvation");
3009 }
3010 else
2688 } 3011 {
2689 else {
2690 if (op->contr->explore) { 3012 if (op->contr->explore)
3013 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3014 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..."); 3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3016 op->stats.hp = op->stats.maxhp;
2694 return; 3017 return;
2695 } 3018 }
2696 sprintf(buf,"%s died.",op->name); 3019 sprintf (buf, "%s died.", &op->name);
2697 } 3020 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3022
2700 /* save the map location for corpse, gravestone*/ 3023 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3024 x = op->x;
3025 y = op->y;
3026 map = op->map;
2702 3027
2703 3028
2704 if (settings.not_permadeth == TRUE) { 3029 if (settings.not_permadeth == TRUE)
3030 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3031 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3032 * 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. 3033 * See the config.h file for a little more in depth detail about this.
2708 */ 3034 */
2709 3035
2710 /* Basically two ways to go - remove a stat permanently, or just 3036 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3037 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3038 * of death.
2713 */ 3039 */
2714#ifndef COZY_SERVER 3040#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3041 if (settings.balanced_stat_loss)
3042 {
2716 /* If stat loss is permanent, lose one stat only. */ 3043 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3044 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3045 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3046 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3047 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3048 little bit harder. */
2722 /* GD */ 3049 /* GD */
2723 if (settings.stat_loss_on_death) 3050 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3051 num_stats_lose = 1;
2725 else 3052 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3054 }
3055 else
3056 {
2728 num_stats_lose = 1; 3057 num_stats_lose = 1;
2729 } 3058 }
2730 lost_a_stat = 0; 3059 lost_a_stat = 0;
2731 3060
2732 for (z=0; z<num_stats_lose; z++) { 3061 for (z = 0; z < num_stats_lose; z++)
3062 {
2733 i = RANDOM() % NUM_STATS; 3063 i = RANDOM () % NUM_STATS;
2734 3064
2735 if (settings.stat_loss_on_death) { 3065 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 3066 {
2750 dep = present_arch_in_ob(deparch,op); 3067 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3068 * what he lost.
2752 dep = arch_to_object(deparch); 3069 */
2753 insert_ob_in_ob(dep, op); 3070 change_attr_value (&(op->stats), i, -1);
2754 } 3071 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3072 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3073 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3075 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 3076 }
2783 if (lose_this_stat) { 3077 else
3078 {
3079 /* deplete a stat */
3080 archetype *deparch = archetype::find ("depletion");
3081 object *dep;
3082
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 {
3086 dep = arch_to_object (deparch);
3087 insert_ob_in_ob (dep, op);
3088 }
3089 lose_this_stat = 1;
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0)
3096 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3125 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3126 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3127 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3128 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3129 * difference.
2790 */ 3130 */
2791 if (this_stat>=-50) { 3131 if (this_stat >= -50)
3132 {
2792 change_attr_value(&(dep->stats), i, -1); 3133 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3134 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3136 fix_player (op);
2796 lost_a_stat = 1; 3137 lost_a_stat = 1;
2797 } 3138 }
2798 } 3139 }
2799 } 3140 }
2800 } 3141 }
2801 /* If no stat lost, tell the player. */ 3142 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3143 if (!lost_a_stat)
2803 { 3144 {
2804 /* determine_god() seems to not work sometimes... why is this? 3145 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3146 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3147 const char *god = determine_god (op);
3148
2807 if (god && (strcmp(god, "none"))) 3149 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3150 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" 3151 else
2810 " you.", god); 3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3153 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3154#else
2813 " feel a holy presence protecting you."); 3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2814 }
2815#endif 3156#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 3157
2819 /* Put a gravestone up where the character 'almost' died. List the 3158 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3159 * exp loss on the stone.
2821 */ 3160 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3161 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3162 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3163 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3164 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3165 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3166 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" 3167 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; 3168 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3169 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3170
2836 /**************************************/ 3171 /**************************************/
2837 /* */ 3172 /* */
2838 /* Subtract the experience points, */ 3173 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3174 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3175 /* food, and reset HP's... */
2841 /* */ 3176 /* */
2842 /**************************************/ 3177 /**************************************/
2843 3178
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3179 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3180 /* restore player */
2846 at = find_archetype("poisoning"); 3181 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3182 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3183 if (tmp)
3184 {
2849 remove_ob(tmp); 3185 remove_ob (tmp);
2850 free_object(tmp); 3186 free_object (tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3188 }
2853 3189
2854 at = find_archetype("confusion"); 3190 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3191 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3192 if (tmp)
3193 {
2857 remove_ob(tmp); 3194 remove_ob (tmp);
2858 free_object(tmp); 3195 free_object (tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3197 }
3198
2861 cure_disease(op,0); /* remove any disease */ 3199 cure_disease (op, 0); /* remove any disease */
2862 3200
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3201 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3202 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3205 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3208
2870 /* 3209 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3210 * 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 3211 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3212 * in the map.
2874 */ 3213 */
2875 3214
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3215 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3216 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3217
2884 /****************************************/ 3218 /****************************************/
2885 /* */ 3219 /* */
2886 /* Move player to his current respawn- */ 3220 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3221 /* position (usually last savebed) */
2888 /* */ 3222 /* */
2889 /****************************************/ 3223 /****************************************/
2890 3224
2891 enter_player_savebed(op); 3225 enter_player_savebed (op);
2892 3226
2893 /* Save the player before inserting the force to reduce 3227 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3228 * chance of abuse.
2895 */ 3229 */
2896 op->contr->braced=0; 3230 op->contr->braced = 0;
2897 save_player(op,1); 3231 save_player (op, 1);
2898 3232
2899 /* it is possible that the player has blown something up 3233 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3234 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3235 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3236 * on the space that might harm the player.
2903 */ 3237 */
2904 will_kill_again=0; 3238 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3240 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3241 will_kill_again |= tmp->attacktype;
2908 } 3242
2909 if (will_kill_again) { 3243 if (will_kill_again)
3244 {
2910 object *force; 3245 object *force;
2911 int at; 3246 int at;
2912 3247
2913 force=get_archetype(FORCE_NAME); 3248 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3249 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3250 force->speed = 0.1;
2916 force->speed_left=-5.0; 3251 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3252 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3253 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3254 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3255 force->resist[at] = 100;
2921 } 3256
2922 insert_ob_in_ob(force, op); 3257 insert_ob_in_ob (force, op);
2923 fix_player(op); 3258 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3259
3260 }
3261
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3263 return;
2935 } /* NOT_PERMADETH */ 3264 } /* NOT_PERMADETH */
2936 else { 3265 else
3266 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3268 * should probably be embedded in an else statement.
2939 */ 3269 */
2940 3270
2941 op->contr->party=NULL; 3271 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3272 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3273 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3275 check_score (op);
3276
2946 if(op->contr->ranges[range_golem]!=NULL) { 3277 if (op->contr->ranges[range_golem])
3278 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3279 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3280 remove_ob (op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 3281 free_object (op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3282 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3283 }
2952 } 3284
2953 loot_object(op); /* Remove some of the items for good */ 3285 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3286 remove_ob (op);
2955 op->direction=0; 3287 op->direction = 0;
2956 3288
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
2958 delete_character(op->name,0); 3291 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3292 if (settings.resurrection == TRUE)
3293 {
2960 /* save playerfile sans equipment when player dies 3294 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3295 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3296 ** type spells will work on them nicely
2963 */ 3297 */
2964 delete_character(op->name,0); 3298 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3299 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3300 op->stats.food = 999;
2967 3301
2968 /* set the location of where the person will reappear when */ 3302 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3303 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3305 if (op->map != NULL)
2972 op->map = NULL; 3306 op->map = NULL;
2973 op->x = settings.emergency_x; 3307 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3308 op->y = settings.emergency_y;
2975 save_player(op,0); 3309 save_player (op, 0);
2976 op->map = map; 3310 op->map = map;
2977 /* please see resurrection.c: peterm */ 3311 /* please see resurrection.c: peterm */
2978 dead_player(op); 3312 dead_player (op);
2979 } else { 3313 }
3314 else
2980 delete_character(op->name,1); 3315 delete_character (op->name, 1);
2981 } 3316 }
2982 } 3317
2983 play_again(op); 3318 play_again (op);
2984 3319
2985 /* peterm: added to create a corpse at deathsite. */ 3320 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3322 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3323 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3324 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3325 tmp->x = x;
2992 if (tmp->msg) 3326 tmp->y = y;
2993 free_string(tmp->msg); 3327 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3328 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3329 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3330 }
2998} 3331}
2999 3332
3000 3333
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3334void
3335loot_object (object *op)
3336{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3337 object *tmp, *tmp2, *next;
3003 3338
3004 if (op->container) { /* close open sack first */ 3339 if (op->container)
3340 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3341 esrv_apply_container (op, op->container);
3006 } 3342 }
3007 3343
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3344 for (tmp = op->inv; tmp != NULL; tmp = next)
3345 {
3009 next=tmp->below; 3346 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3347 if (tmp->type == EXPERIENCE || tmp->invisible)
3348 continue;
3011 remove_ob(tmp); 3349 remove_ob (tmp);
3012 tmp->x=op->x,tmp->y=op->y; 3350 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3351 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3352 { /* empty container to ground */
3015 } 3353 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3354 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3356 {
3018 if(tmp->nrof>1) { 3357 if (tmp->nrof > 1)
3358 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3360 free_object (tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3361 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 }
3363 else
3364 free_object (tmp);
3365 }
3022 } else 3366 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3367 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3368 }
3027} 3369}
3028 3370
3029/* 3371/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3372 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3373 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3374 * was changed.
3033 */ 3375 */
3034 3376
3377void
3035void fix_weight(void) { 3378fix_weight (void)
3379{
3036 player *pl; 3380 player *pl;
3381
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385
3039 if(old == sum) 3386 if (old == sum)
3040 continue; 3387 continue;
3041 fix_player(pl->ob); 3388 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3390 }
3045} 3391}
3046 3392
3393void
3047void fix_luck(void) { 3394fix_luck (void)
3395{
3048 player *pl; 3396 player *pl;
3397
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3398 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3399 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3400 change_luck (pl->ob, 0);
3052} 3401}
3053 3402
3054 3403
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3404/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3405 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3406 * just treat this as any other spell casting object.
3058 */ 3407 */
3059 3408
3060void 3409void
3061cast_dust (object * op, object * throw_ob, int dir) 3410cast_dust (object *op, object *throw_ob, int dir)
3062{ 3411{
3063 object *skop, *spob; 3412 object *skop, *spob;
3064 3413
3065 skop = find_skill_by_name (op, throw_ob->skill); 3414 skop = find_skill_by_name (op, throw_ob->skill);
3066 3415
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3416 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3417 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3418 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3419 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3420 return;
3073 } 3421 }
3074 3422
3075 spob = throw_ob->inv; 3423 spob = throw_ob->inv;
3076 3424
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3425 // 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 3426 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3427 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3428 if (!spob)
3081 { 3429 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3430 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; 3431 return;
3085 } 3432 }
3086 3433
3087 if (op->type == PLAYER) 3434 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3436
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3437 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3438
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3440 remove_ob (throw_ob);
3094 free_object (throw_ob); 3441 free_object (throw_ob);
3095} 3442}
3096 3443
3444void
3097void make_visible (object *op) { 3445make_visible (object *op)
3446{
3098 op->hide = 0; 3447 op->hide = 0;
3099 op->invisible = 0; 3448 op->invisible = 0;
3100 if(op->type==PLAYER) { 3449 if (op->type == PLAYER)
3450 {
3101 op->contr->tmp_invis = 0; 3451 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3452 op->contr->invis_race = 0;
3103 } 3453 }
3104 update_object(op,UP_OBJ_FACE); 3454 update_object (op, UP_OBJ_FACE);
3105} 3455}
3106 3456
3457int
3107int is_true_undead(object *op) { 3458is_true_undead (object *op)
3459{
3108 object *tmp=NULL; 3460 object *tmp = NULL;
3109 3461
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1;
3111 3464
3112 if(op->type==PLAYER) 3465 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3116 return 0; 3470 return 0;
3117} 3471}
3118 3472
3119/* look at the surrounding terrain to determine 3473/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3474 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3475 * indicate greater hideability.
3122 */ 3476 */
3123 3477
3478int
3124int hideability(object *ob) { 3479hideability (object *ob)
3480{
3125 int i,level=0, mflag; 3481 int i, level = 0, mflag;
3126 sint16 x,y; 3482 sint16 x, y;
3127 3483
3128 if(!ob||!ob->map) return 0; 3484 if (!ob || !ob->map)
3485 return 0;
3129 3486
3130 /* so, on normal lighted maps, its hard to hide */ 3487 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3488 level = ob->map->darkness - 2;
3132 3489
3133 /* this also picks up whether the object is glowing. 3490 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3491 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3492 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3493 if (has_carried_lights (ob))
3494 level = -(10 + (2 * ob->map->darkness));
3137 3495
3138 /* scan through all nearby squares for terrain to hide in */ 3496 /* 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]) { 3497 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3498 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3499 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3500 if (mflag & P_OUT_OF_MAP)
3501 {
3502 continue;
3503 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3504 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3505 level += 2;
3144 else /* open terrain! */ 3506 else /* open terrain! */
3145 level -= 1; 3507 level -= 1;
3146 } 3508 }
3147 3509
3148#if 0 3510#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3511 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3512#endif
3151 return level; 3513 return level;
3152} 3514}
3153 3515
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3516/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3517 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3518 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3519 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3520 */
3159 3521
3522void
3160void do_hidden_move (object *op) { 3523do_hidden_move (object *op)
3524{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3525 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3526 object *skop;
3163 3527
3164 if(!op || !op->map) return; 3528 if (!op || !op->map)
3529 return;
3165 3530
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3532
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3533 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3534 if (op->type == PLAYER && op->contr->run_on)
3535 {
3170 if(!skop || num >= skop->level) { 3536 if (!skop || num >= skop->level)
3537 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3539 make_visible (op);
3173 return; 3540 return;
3174 } else num += 20; 3541 }
3542 else
3543 num += 20;
3175 } 3544 }
3176 num += op->map->difficulty; 3545 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3546 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3547 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 {
3180 make_visible(op); 3550 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3551 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3553 }
3184 else if (op->type == PLAYER && skop) { 3554 else if (op->type == PLAYER && skop)
3555 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3557 }
3187} 3558}
3188 3559
3189/* determine if who is standing near a hostile creature. */ 3560/* determine if who is standing near a hostile creature. */
3190 3561
3562int
3191int stand_near_hostile( object *who ) { 3563stand_near_hostile (object *who)
3564{
3192 object *tmp=NULL; 3565 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3566 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3567 maptile *m;
3195 sint16 x,y; 3568 sint16 x, y;
3196 3569
3197 if(!who) return 0; 3570 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; 3571 return 0;
3572
3573 if (who->type == PLAYER)
3574 player = 1;
3575
3576 else
3577 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3578
3579 /* search adjacent squares */
3580 for (i = 1; i < 9; i++)
3581 {
3582 x = who->x + freearr_x[i];
3583 y = who->y + freearr_y[i];
3584 m = who->map;
3585 mflags = get_map_flags (m, &m, x, y, &x, &y);
3586 /* space must be blocked if there is a monster. If not
3587 * blocked, don't need to check this space.
3588 */
3589 if (mflags & P_OUT_OF_MAP)
3590 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue;
3593
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3595 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1;
3598 else if (tmp->type == PLAYER)
3599 {
3600 /*don't let a hidden DM prevent you from hiding */
3601 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3602 return 1;
3603 }
3604 }
3605 }
3606 return 0;
3227} 3607}
3228 3608
3229/* check the player los field for viewability of the 3609/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3610 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3611 * 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. 3618 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3619 * -b.t.
3240 * This function is now map tiling safe. 3620 * This function is now map tiling safe.
3241 */ 3621 */
3242 3622
3623int
3243int player_can_view (object *pl,object *op) { 3624player_can_view (object *pl, object *op)
3625{
3244 rv_vector rv; 3626 rv_vector rv;
3245 int dx,dy; 3627 int dx, dy;
3246 3628
3247 if(pl->type!=PLAYER) { 3629 if (pl->type != PLAYER)
3630 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3631 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; 3632 return -1;
3274 op = op->more;
3275 } 3633 }
3634 if (!pl || !op)
3276 return 0; 3635 return 0;
3636
3637 if (op->head)
3638 {
3639 op = op->head;
3640 }
3641 get_rangevector (pl, op, &rv, 0x1);
3642
3643 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any
3645 * part that is in the los array but isnt on
3646 * a blocked los square.
3647 * we use the archetype to figure out offsets.
3648 */
3649 while (op)
3650 {
3651 dx = rv.distance_x + op->arch->clone.x;
3652 dy = rv.distance_y + op->arch->clone.y;
3653
3654 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values.
3657 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3661 return 1;
3662 op = op->more;
3663 }
3664 return 0;
3277} 3665}
3278 3666
3279/* routine for both players and monsters. We call this when 3667/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3668 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3669 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3670 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3671 * return 0.
3284 */ 3672 */
3673int
3285int action_makes_visible (object *op) { 3674action_makes_visible (object *op)
3675{
3286 3676
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3677 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3678 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3679 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3680 return 0;
3290 3681
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3682 if (op->contr && op->contr->tmp_invis == 0)
3683 return 0;
3292 3684
3293 /* If monsters, they should become visible */ 3685 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3686 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3687 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3688 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3689 return 1;
3297 } 3690 }
3298 } 3691 }
3299 return 0; 3692 return 0;
3300} 3693}
3301 3694
3302/* op_on_battleground - checks if the given object op (usually 3695/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3696 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3697 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3698 * -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 3699 * 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 3700 * 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 3701 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3702 */
3703int
3310int op_on_battleground (object *op, int *x, int *y) { 3704op_on_battleground (object *op, int *x, int *y)
3705{
3311 object *tmp; 3706 object *tmp;
3312 3707
3313 /* A battleground-tile needs the following attributes to be valid: 3708 /* 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), 3709 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3710 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3711 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3712 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3713 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3714 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3715 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3716 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3717 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3718 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3719 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3720 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3721 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3722 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3723 {
3326 object *invtmp; 3724 object *invtmp;
3725
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3726 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3727 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3728 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3729 {
3730 if (x != NULL && y != NULL)
3731 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3732 return 1;
3733 }
3734 }
3735 }
3330 if (x != NULL && y != NULL) 3736 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3737 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3738 return 1;
3333 } 3739 }
3334 } 3740 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3741 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3742 /* If we got here, did not find a battleground */
3343 return 0; 3743 return 0;
3344} 3744}
3345 3745
3346/* 3746/*
3350 * attributes: 3750 * attributes:
3351 * object *who the dragon player 3751 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3752 * int atnr the attack-number of the ability focus
3353 * int level ability level 3753 * int level ability level
3354 */ 3754 */
3755void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3756dragon_ability_gain (object *who, int atnr, int level)
3757{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3758 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3759 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3760 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3761 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3762 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3763 int i = 0, j = 0;
3362 3764
3363 /* get the appropriate treasurelist */ 3765 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3766 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3767 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3768 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3769 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3770 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3771 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3772 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3773 trlist = find_treasurelist ("dragon_ability_poison");
3372 3774
3373 if (trlist == NULL || who->type != PLAYER) 3775 if (trlist == NULL || who->type != PLAYER)
3374 return; 3776 return;
3375 3777
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3779
3378
3379 if (tr == NULL || tr->item == NULL) { 3780 if (tr == NULL || tr->item == NULL)
3781 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3783 return;
3382 } 3784 }
3383 3785
3384 /* everything seems okay - now bring on the gift: */ 3786 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3787 item = &(tr->item->clone);
3386 3788
3387 if (item->type == SPELL) { 3789 if (item->type == SPELL)
3790 {
3388 if (check_spell_known (who, item->name)) 3791 if (check_spell_known (who, item->name))
3389 return; 3792 return;
3390 3793
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3794 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); 3795 do_learn_spell (who, item, 0);
3393 return; 3796 return;
3394 } 3797 }
3395 3798
3396 /* grant direct spell */ 3799 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3800 if (item->type == SPELLBOOK)
3801 {
3398 if (!item->inv) { 3802 if (!item->inv)
3803 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3804 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3805 return;
3402 } 3806 }
3403 if (check_spell_known (who, item->inv->name)) 3807 if (check_spell_known (who, item->inv->name))
3404 return; 3808 return;
3405 if (item->invisible) { 3809 if (item->invisible)
3810 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3811 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); 3812 do_learn_spell (who, item->inv, 0);
3408 return; 3813 return;
3409 } 3814 }
3410 } 3815 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3816 else if (item->type == SKILL_TOOL && item->invisible)
3817 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3818 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3819 {
3413 3820
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3821 /* 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 3822 * 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, 3823 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3824 * but not all of them, he gets nothing.
3418 */ 3825 */
3419 if (!(skop->attacktype & item->attacktype)) { 3826 if (!(skop->attacktype & item->attacktype))
3827 {
3420 /* Give new attacktype */ 3828 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3829 skop->attacktype |= item->attacktype;
3422 3830
3423 /* always add physical if there's none */ 3831 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3832 skop->attacktype |= AT_PHYSICAL;
3425 3833
3426 if (item->msg != NULL) 3834 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3835 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3836
3429 /* Give player new face */ 3837 /* Give player new face */
3430 if (item->animation_id) { 3838 if (item->animation_id)
3839 {
3431 who->face = skop->face; 3840 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3841 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3842 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3843 who->last_anim = 0;
3435 who->state = 0; 3844 who->state = 0;
3436 animate_object(who, who->direction); 3845 animate_object (who, who->direction);
3437 } 3846 }
3847 }
3848 }
3438 } 3849 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3850 else if (item->type == FORCE)
3851 {
3442 /* forces in the treasurelist can alter the player's stats */ 3852 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3853 object *skin;
3854
3444 /* first get the dragon skin force */ 3855 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3857 if (skin == NULL)
3447 if (skin == NULL) return; 3858 return;
3448 3859
3449 /* adding new spellpath attunements */ 3860 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3863 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3864
3453 /* print message */ 3865 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3866 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3867 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3868 {
3457 if (j) 3869 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3870 {
3459 else 3871 if (j)
3460 j = 1; 3872 strcat (buf, " and ");
3873 else
3874 j = 1;
3461 strcat(buf, spellpathnames[i]); 3875 strcat (buf, spellpathnames[i]);
3462 } 3876 }
3463 } 3877 }
3464 strcat(buf,"."); 3878 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3879 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3880 }
3467 3881
3468 /* evtl. adding flags: */ 3882 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3883 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3884 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3885 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3886 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3887 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3888 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3889
3476 /* print message if there is one */ 3890 /* print message if there is one */
3477 if (item->msg != NULL) 3891 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3892 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3893 }
3894 else
3479 } 3895 {
3480 else {
3481 /* generate misc. treasure */ 3896 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3897 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3898 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); 3899 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3900 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3901 esrv_send_item (who, tmp);
3487 } 3902 }
3488} 3903}
3489 3904
3490/** 3905/**
3491 * Unready an object for a player. This function does nothing if the object was 3906 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3907 * not readied.
3493 */ 3908 */
3909void
3494void player_unready_range_ob(player *pl, object *ob) { 3910player_unready_range_ob (player *pl, object *ob)
3911{
3495 rangetype i; 3912 rangetype i;
3496 3913
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3915 {
3498 if (pl->ranges[i] == ob) { 3916 if (pl->ranges[i] == ob)
3917 {
3499 pl->ranges[i] = NULL; 3918 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3919 if (pl->shoottype == i)
3920 {
3501 pl->shoottype = range_none; 3921 pl->shoottype = range_none;
3502 } 3922 }
3503 } 3923 }
3504 } 3924 }
3505} 3925}

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