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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 1.31 by pippijn, Mon Dec 11 19:46:47 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 */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
34#include <sproto.h> 27# include <sproto.h>
35#endif 28#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
42 35
43#ifdef COZY_SERVER 36#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
45#endif 38#endif
46 39
40player *
47player *find_player(const char *plname) 41find_player (const char *plname)
48{ 42{
49 player *pl; 43 player *pl;
44
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 46 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 48 return pl;
54 }; 49 };
55 return NULL; 50 return NULL;
56} 51}
57 52
53player *
58player* find_player_partial_name( const char* plname ) 54find_player_partial_name (const char *plname)
59 { 55{
60 player* pl; 56 player *pl;
61 player* found = NULL; 57 player *found = NULL;
62 size_t namelen = strlen( plname ); 58 size_t namelen = strlen (plname);
59
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 60 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 61 {
65 if ( strlen( pl->ob->name ) < namelen ) 62 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 63 continue;
67 64
68 if ( !strcmp( pl->ob->name, plname) ) 65 if (!strcmp (pl->ob->name, plname))
69 return pl; 66 return pl;
70 67
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 68 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 69 {
73 if ( found ) 70 if (found)
74 return NULL; 71 return NULL;
75 72
76 found = pl; 73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
77 } 173 }
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); 174 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 175 size += strlen (buf);
170 } 176 }
171 }
172 177 }
178
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 180 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); 181 close_and_delete (fp, comp);
179} 182}
180 183
184int
181int playername_ok(const char *cp) { 185playername_ok (const char *cp)
186{
182 /* Don't allow - or _ as first character in the name */ 187 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 188 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
188 return 1; 194 return 1;
189} 195}
190 196
191/* This no longer sets the player map. Also, it now updates 197/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 198 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 199 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 203 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 204 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 205 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 206 * the one that is passed.
201 */ 207 */
202static player* get_player(player *p) { 208static player *
209get_player (player *p)
210{
203 object *op=arch_to_object(get_player_archetype(NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 212 int i;
205 213
206 if (!p) { 214 if (!p)
207 player *tmp; 215 {
216 p = new player;
208 217
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 218 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the 219 * 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 220 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
217 * 'who'. 222 * 'who'.
218 */ 223 */
219 tmp=first_player; 224 player *tmp = first_player;
225
220 while(tmp!=NULL&&tmp->next!=NULL) 226 while (tmp != NULL && tmp->next != NULL)
221 tmp=tmp->next; 227 tmp = tmp->next;
222 if(tmp!=NULL) 228 if (tmp != NULL)
223 tmp->next=p; 229 tmp->next = p;
224 else 230 else
225 first_player=p; 231 first_player = p;
226 232
227 p->next = NULL; 233 p->next = NULL;
228 } 234 }
229 235
230 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
231 * for next and socket. 237 * for next and socket.
232 */ 238 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 239 p->clear ();
234 240
235 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 242 * we deal with that below this point.
237 */ 243 */
238 p->party=NULL; 244 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 248 p->Swap_First = -1;
243 249
244#ifdef AUTOSAVE 250#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
246#endif 252#endif
247 253
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 255
250 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 257 p->ob = op;
252 op->speed_left=0.5; 258 op->speed_left = 0.5;
253 op->speed=1.0; 259 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 261 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 264
259 roll_stats(op); 265 roll_stats (op);
260 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
261 clear_los(op); 267 clear_los (op);
262 268
263 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
264 p->last_speed= -1; 270 p->last_speed = -1;
265 p->shoottype=range_none; 271 p->shoottype = range_none;
266 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 273 p->petmode = pet_normal;
268 p->listening=10; 274 p->listening = 10;
269 p->usekeys=containers; 275 p->usekeys = containers;
270 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 278 p->do_los = 1;
273 p->explore=0; 279 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
275 281
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
279 284
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 286
282 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
285 * at zero. 290 * at zero.
286 */ 291 */
287 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
288 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
290 } 296 }
291 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
292 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
293 } 300 }
294 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
296 303
297 p->socket.update_look=0; 304 p->socket.update_look = 0;
298 p->socket.look_position=0; 305 p->socket.look_position = 0;
299 return p; 306 return p;
300} 307}
301
302 308
303/* This loads the first map an puts the player on it. */ 309/* This loads the first map an puts the player on it. */
310static void
304static void set_first_map(object *op) 311set_first_map (object *op)
305{ 312{
306 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 314 op->x = -1;
308 op->y = -1; 315 op->y = -1;
309 enter_exit(op, NULL); 316 enter_exit (op, NULL);
310} 317}
311 318
312/* Tries to add player on the connection passwd in ns. 319/* 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 320 * All we can really get in this is some settings like host and display
314 * mode. 321 * mode.
315 */ 322 */
316 323
324int
317int add_player(NewSocket *ns) { 325add_player (NewSocket * ns)
326{
318 player *p; 327 player *p;
319 328
320 p=get_player(NULL); 329 p = get_player (NULL);
321 p->socket = *ns; 330 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
323 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket. 339 * on the uncoming socket.
329 */ 340 */
330 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 342 set_first_map (p->ob);
332 343
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
335 send_rules(p->ob); 346 send_rules (p->ob);
336 send_news(p->ob); 347 send_news (p->ob);
337 display_motd(p->ob); 348 display_motd (p->ob);
338 get_name(p->ob); 349 get_name (p->ob);
350
339 return 0; 351 return 0;
340} 352}
341 353
342/* 354/*
343 * get_player_archetype() return next player archetype from archetype 355 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 356 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 357 * Note: there MUST be at least one player archetype!
346 */ 358 */
359archetype *
347archetype *get_player_archetype(archetype* at) 360get_player_archetype (archetype *at)
348{ 361{
349 archetype *start = at; 362 archetype *start = at;
363
350 for (;;) { 364 for (;;)
365 {
351 if (at==NULL || at->next==NULL) 366 if (at == NULL || at->next == NULL)
352 at=first_archetype; 367 at = first_archetype;
353 else 368 else
354 at=at->next; 369 at = at->next;
355 if(at->clone.type==PLAYER) 370 if (at->clone.type == PLAYER)
356 return at; 371 return at;
357 if (at == start) { 372 if (at == start)
373 {
358 LOG (llevError, "No Player archetypes\n"); 374 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 375 exit (-1);
360 } 376 }
361 } 377 }
362} 378}
363 379
364 380
381object *
365object *get_nearest_player(object *mon) { 382get_nearest_player (object *mon)
383{
366 object *op = NULL; 384 object *op = NULL;
367 player *pl = NULL; 385 player *pl = NULL;
368 objectlink *ol; 386 objectlink *ol;
369 unsigned lastdist; 387 unsigned lastdist;
370 rv_vector rv; 388 rv_vector rv;
371 389
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
391 {
373 /* We should not find free objects on this friendly list, but it 392 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 393 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 394 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 395 * list is also free, so encapsulate this in a while loop.
377 */ 396 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
379 object *tmp=ol->ob; 399 object *tmp = ol->ob;
380 400
381 /* Can't do much more other than log the fact, because the object 401 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 402 * itself will have been cleared.
383 */ 403 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 405 ol = ol->next;
386 remove_friendly_object(tmp); 406 remove_friendly_object (tmp);
387 if (!ol) return op; 407 if (!ol)
388 } 408 return op;
409 }
389 410
390 /* Remove special check for player from this. First, it looks to cause 411 /* 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 412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 413 * 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 414 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 415 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 416 * on_same_map check, as can_detect_enemy also does this
396 */ 417 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 418 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 419 continue;
399 420
400 if(lastdist>rv.distance) { 421 if (lastdist > rv.distance)
422 {
401 op=ol->ob; 423 op = ol->ob;
402 lastdist=rv.distance; 424 lastdist = rv.distance;
403 } 425 }
404 } 426 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 427 for (pl = first_player; pl != NULL; pl = pl->next)
428 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 429 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
407 431
408 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
409 op=pl->ob; 433 {
410 lastdist=rv.distance; 434 op = pl->ob;
411 } 435 lastdist = rv.distance;
412 } 436 }
437 }
413 } 438 }
414#if 0 439#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 441#endif
417 return op; 442 return op;
418} 443}
419 444
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 445/* 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 446 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 447 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 484 * 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, 485 * 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 486 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 487 * is blocking itself.
463 */ 488 */
489int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 490path_to_player (object *mon, object *pl, unsigned mindiff)
491{
465 rv_vector rv; 492 rv_vector rv;
466 sint16 x,y; 493 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 495 maptile *m, *lastmap;
469 496
470 get_rangevector(mon, pl, &rv, 0); 497 get_rangevector (mon, pl, &rv, 0);
471 498
472 if (rv.distance<mindiff) return 0; 499 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; 500 return 0;
725}
726 501
727void confirm_password(object *op) { 502 x = mon->x;
503 y = mon->y;
504 m = mon->map;
505 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
508 /* If we can't solve it within the search distance, return now. */
509 if (diff > max)
510 return 0;
511 while (diff > 1 && max > 0)
512 {
513 lastx = x;
514 lasty = y;
515 lastmap = m;
516 x = lastx + freearr_x[dir];
517 y = lasty + freearr_y[dir];
728 518
519 mflags = get_map_flags (m, &m, x, y, &x, &y);
520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
521
522 /* Space is blocked - try changing direction a little */
523 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
524 && (m == mon->map && blocked_link (mon, m, x, y))))
525 {
526 /* recalculate direction from last good location. Possible
527 * we were not traversing ideal location before.
528 */
529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
530 if (rv.direction != dir)
531 {
532 /* OK - says direction should be different - lets reset the
533 * the values so it will try again.
534 */
535 x = lastx;
536 y = lasty;
537 m = lastmap;
538 dir = firstdir = rv.direction;
539 }
540 else
541 {
542 /* direct path is blocked - try taking a side step to
543 * either the left or right.
544 * Note increase the values in the loop below to be
545 * more than -1/1 respectively will mean the monster takes
546 * bigger detour. Have to be careful about these values getting
547 * too big (3 or maybe 4 or higher) as the monster may just try
548 * stepping back and forth
549 */
550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 {
552 if (i == 0)
553 continue; /* already did this, so skip it */
554 /* Use lastdir here - otherwise,
555 * since the direction that the creature should move in
556 * may change, you could get infinite loops.
557 * ie, player is northwest, but monster can only
558 * move west, so it does that. It goes some distance,
559 * gets blocked, finds that it should move north,
560 * can't do that, but now finds it can move east, and
561 * gets back to its original point. lastdir contains
562 * the last direction the creature has successfully
563 * moved.
564 */
565
566 x = lastx + freearr_x[absdir (lastdir + i)];
567 y = lasty + freearr_y[absdir (lastdir + i)];
568 m = lastmap;
569 mflags = get_map_flags (m, &m, x, y, &x, &y);
570 if (mflags & P_OUT_OF_MAP)
571 continue;
572 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
573 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
574 continue;
575 if (mflags & P_BLOCKSVIEW)
576 continue;
577
578 if (m == mon->map && blocked_link (mon, m, x, y))
579 break;
580 }
581 /* go through entire loop without finding a valid
582 * sidestep to take - thus, no valid path.
583 */
584 if (i == (DETOUR_AMOUNT + 1))
585 return 0;
586 diff--;
587 lastdir = dir;
588 max--;
589 if (!firstdir)
590 firstdir = dir + i;
591 } /* else check alternate directions */
592 } /* if blocked */
593 else
594 {
595 /* we moved towards creature, so diff is less */
596 diff--;
597 max--;
598 lastdir = dir;
599 if (!firstdir)
600 firstdir = dir;
601 }
602 if (diff <= 1)
603 {
604 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance.
606 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
609 }
610 if (diff > max)
611 return 0;
612 }
613 /* If we reached the max, didn't find a direction in time */
614 if (!max)
615 return 0;
616
617 return firstdir;
618}
619
620void
621give_initial_items (object *pl, treasurelist * items)
622{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627
628 for (op = pl->inv; op; op = next)
629 {
630 next = op->below;
631
632 /* Forces get applied per default, unless they have the
633 * flag "neutral" set. Sorry but I can't think of a better way
634 */
635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
636 SET_FLAG (op, FLAG_APPLIED);
637
638 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions
640 */
641 if (pl->type == PLAYER)
642 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
644 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 {
649 remove_ob (op);
650 free_object (op);
651 continue;
652 }
653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
662 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 remove_ob (op);
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue;
675 }
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
680 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684
685 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be
687 * merged properly.
688 */
689 if (need_identify (op))
690 {
691 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
696 {
697 remove_ob (op);
698 free_object (op);
699 continue;
700 }
701 else if (op->type == SKILL)
702 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL);
704 op->stats.exp = 0;
705 op->level = 1;
706 }
707 /* lock all 'normal items by default */
708 else
709 SET_FLAG (op, FLAG_INV_LOCKED);
710 } /* for loop of objects in player inv */
711
712 /* Need to set up the skill pointers */
713 link_player_skills (pl);
714}
715
716void
717get_name (object *op)
718{
729 op->contr->write_buf[0]='\0'; 719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 795 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 797}
733 798
799void
734void get_party_password(object *op, partylist *party) { 800get_party_password (object *op, partylist *party)
801{
735 if (party == NULL) { 802 if (party == NULL)
803 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 805 return;
738 } 806 }
739 op->contr->write_buf[0]='\0'; 807 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 808 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 809 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 811}
744 812
745 813
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int
747int roll_stat(void) { 816roll_stat (void)
817{
748 int a[4],i,j,k; 818 int a[4], i, j, k;
749 819
750 for(i=0;i<4;i++) 820 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 821 a[i] = (int) RANDOM () % 6 + 1;
752 822
753 for(i=0,j=0,k=7;i<4;i++) 823 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 824 if (a[i] < k)
755 k=a[i],j=i; 825 k = a[i], j = i;
756 826
757 for(i=0,k=0;i<4;i++) { 827 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 828 {
829 if (i != j)
830 k += a[i];
831 }
761 return k; 832 return k;
762} 833}
763 834
835void
764void roll_stats(object *op) { 836roll_stats (object *op)
837{
765 int sum=0; 838 int sum = 0;
766 int i = 0, j = 0; 839 int i = 0, j = 0;
767 int statsort[7]; 840 int statsort[7];
768 841
842 do
769 do { 843 {
770 op->stats.Str=roll_stat(); 844 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 845 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 846 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 847 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 848 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 849 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 850 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 851 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+ 852 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 853 while (sum < 82 || sum > 116);
781 854
782 /* Sort the stats so that rerolling is easier... */ 855 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 856 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 857 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 858 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 859 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 860 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 861 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 862 statsort[6] = op->stats.Cha;
790 863
791 /* a quick and dirty bubblesort? */ 864 /* a quick and dirty bubblesort? */
865 do
792 do { 866 {
793 if (statsort[i] < statsort[i + 1]) { 867 if (statsort[i] < statsort[i + 1])
868 {
794 j = statsort[i]; 869 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 870 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 871 statsort[i + 1] = j;
797 i = 0; 872 i = 0;
798 } else { 873 }
799 i++; 874 else
800 } 875 {
876 i++;
877 }
878 }
801 } while (i < 6); 879 while (i < 6);
802 880
803 op->stats.Str = statsort[0]; 881 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 882 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 883 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 884 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 885 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 886 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 887 op->stats.Cha = statsort[6];
810 888
811 889
812 op->contr->orig_stats.Str=op->stats.Str; 890 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 891 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 892 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 893 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 894 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 895 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 896 op->contr->orig_stats.Cha = op->stats.Cha;
819 897
820 op->level=1; 898 op->level = 1;
821 op->stats.exp=0; 899 op->stats.exp = 0;
822 op->stats.ac=0; 900 op->stats.ac = 0;
823 901
824 op->contr->levhp[1] = 9; 902 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 903 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 904 op->contr->levgrace[1] = 3;
827 905
828 fix_player(op); 906 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 907 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 908 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 909 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 910 op->contr->orig_stats = op->stats;
833} 911}
834 912
913void
835void Roll_Again(object *op) 914Roll_Again (object *op)
836{ 915{
837 esrv_new_player(op->contr, 0); 916 esrv_new_player (op->contr, 0);
917 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)? "); 918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 919}
840 920
921void
841void Swap_Stat(object *op,int Swap_Second) 922Swap_Stat (object *op, int Swap_Second)
842{ 923{
843 signed char tmp; 924 signed char tmp;
844 char buf[MAX_BUF]; 925 char buf[MAX_BUF];
845 926
846 if ( op->contr->Swap_First == -1 ) { 927 if (op->contr->Swap_First == -1)
928 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 929 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,"); 930 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"); 931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 932 return;
851 } 933 }
852 934
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 936
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 937 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));
857 938
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 940
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 942 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 943 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 944 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 945 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 946 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 947 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 948 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 949 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 950 op->stats.ac = 0;
870 951
871 op->level=1; 952 op->level = 1;
872 op->stats.exp=0; 953 op->stats.exp = 0;
873 op->stats.ac=0; 954 op->stats.ac = 0;
874 955
875 op->contr->levhp[1] = 9; 956 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 957 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 958 op->contr->levgrace[1] = 3;
878 959
879 fix_player(op); 960 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 963 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 964 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 965 op->contr->Swap_First = -1;
885} 966}
886 967
887 968
888/* This code has been greatly reduced, because with set_attr_value 969/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 970 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 971 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 972 * 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 973 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 974 * the number's access that stat. The table does that translation.
894 */ 975 */
976int
895int key_roll_stat(object *op, char key) 977key_roll_stat (object *op, char key)
896{ 978{
897 int keynum = key -'0'; 979 int keynum = key - '0';
898 char buf[MAX_BUF]; 980 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 982
901 if (keynum>0 && keynum<=7) { 983 if (keynum > 0 && keynum <= 7)
984 {
902 if (op->contr->Swap_First==-1) { 985 if (op->contr->Swap_First == -1)
986 {
903 op->contr->Swap_First=stat_trans[keynum]; 987 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 989 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 990 }
907 else 991 else
908 Swap_Stat(op,stat_trans[keynum]); 992 Swap_Stat (op, stat_trans[keynum]);
909 993
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 995 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 } 996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
921 1008
922#if 0 1009#if 0
923 /* So that enter_exit will put us at startx/starty */ 1010 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 1011 op->x = -1;
925 1012
926 enter_exit(op,NULL); 1013 enter_exit (op, NULL);
927#endif 1014#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1015 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1016 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1017 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"); 1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1020 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1021 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1023 return 0;
936 } 1024 }
937 case 'y': 1025 case 'y':
938 case 'Y': 1026 case 'Y':
939 roll_stats(op); 1027 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1029 return 1;
942 1030
943 case 'q': 1031 case 'q':
944 case 'Q': 1032 case 'Q':
945 play_again(op); 1033 play_again (op);
946 return 1; 1034 return 1;
947 1035
948 default: 1036 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1038 return 0;
951 } 1039 }
952 return 0; 1040 return 0;
953} 1041}
954 1042
955/* This function takes the key that is passed, and does the 1043/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1044 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1045 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1046 * separate race and class; this actually changes the RACE,
959 * not the class. 1047 * not the class.
960 */ 1048 */
961 1049
1050int
962int key_change_class(object *op, char key) 1051key_change_class (object *op, char key)
963{ 1052{
964 int tmp_loop; 1053 int tmp_loop;
965 1054
966 if(key=='q'||key=='Q') { 1055 if (key == 'q' || key == 'Q')
1056 {
967 remove_ob(op); 1057 remove_ob (op);
968 play_again(op); 1058 play_again (op);
969 return 0; 1059 return 0;
970 } 1060 }
971 if(key=='d'||key=='D') { 1061 if (key == 'd' || key == 'D')
1062 {
972 char buf[MAX_BUF]; 1063 char buf[MAX_BUF];
973 1064
974 /* this must before then initial items are given */ 1065 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1066 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
977 1068
978 INVOKE_PLAYER (BIRTH, op->contr); 1069 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1070 INVOKE_PLAYER (LOGIN, op->contr);
980 1071
981 op->contr->state=ST_PLAYING; 1072 op->contr->state = ST_PLAYING;
982 1073
983 if (op->msg) { 1074 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1075 op->msg = NULL;
986 }
987 1076
988 /* We create this now because some of the unique maps will need it 1077 /* We create this now because some of the unique maps will need it
989 * to save here. 1078 * to save here.
990 */ 1079 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1081 make_path_to_file (buf);
993 1082
994#ifdef AUTOSAVE 1083#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1084 op->contr->last_save_tick = pticks;
996#endif 1085#endif
997 start_info(op); 1086 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1087 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1088 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1089 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1090 esrv_send_inventory (op, op);
1002 fix_player(op); 1091 fix_player (op);
1003 1092
1004 /* This moves the player to a different start map, if there 1093 /* This moves the player to a different start map, if there
1005 * is one for this race 1094 * is one for this race
1006 */ 1095 */
1007 if(*first_map_ext_path) { 1096 if (*first_map_ext_path)
1097 {
1008 object *tmp; 1098 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1099 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1100
1012 first_map_ext_path, op->arch->name); 1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1102 tmp = get_object ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1103 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1104 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1105 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1106 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1107 * if the map isn't there, then stay on the
1019 * default initial map */ 1108 * default initial map */
1020 free_object(tmp); 1109 free_object (tmp);
1110 }
1021 } else { 1111 else
1112 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1113 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1114 }
1024 return 0; 1115 return 0;
1025 } 1116 }
1026 1117
1027 /* Following actually changes the race - this is the default command 1118 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1119 * if we don't match with one of the options above.
1029 */ 1120 */
1030 1121
1031 tmp_loop = 0; 1122 tmp_loop = 0;
1032 while(!tmp_loop) { 1123 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1124 {
1125 shstr name = op->name;
1034 int x = op->x, y = op->y; 1126 int x = op->x, y = op->y;
1127
1035 remove_statbonus(op); 1128 remove_statbonus (op);
1036 remove_ob (op); 1129 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch); 1130 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1131 copy_object (&op->arch->clone, op);
1039 op->instantiate (); 1132 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1133 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1134 op->name = op->name_pl = name;
1042 op->name = name; 1135 op->x = x;
1043 free_string(op->name_pl); 1136 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 */ 1137 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1138 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1139 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1140 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1141 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1142 }
1143
1056 update_object(op,UP_OBJ_FACE); 1144 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1145 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1146 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1147 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1148 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1149 op->stats.grace = 0;
1150
1062 if (op->msg) 1151 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1154 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; 1155 return 0;
1066} 1156}
1067 1157
1158int
1068int key_confirm_quit(object *op, char key) 1159key_confirm_quit (object *op, char key)
1069{ 1160{
1070 char buf[MAX_BUF]; 1161 char buf[MAX_BUF];
1071 1162
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1073 op->contr->state=ST_PLAYING; 1165 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1167 return 1;
1076 } 1168 }
1077 1169
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1170 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1171 INVOKE_PLAYER (QUIT, op->contr);
1080 1172
1081 terminate_all_pets(op); 1173 terminate_all_pets (op);
1082 leave_map(op); 1174 leave_map (op);
1083 op->direction=0; 1175 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1177
1087 strcpy(op->contr->killer,"quit"); 1178 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1179 check_score (op);
1089 op->contr->party=NULL; 1180 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1181 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1182 op->contr->own_title[0] = '\0';
1092 1183
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1185 {
1186 maptile *mp, *next;
1095 1187
1096 /* We need to hunt for any per player unique maps in memory and 1188 /* 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, 1189 * 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 1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1191 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1102 next = mp->next; 1195 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1196 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1197 delete_map (mp);
1105 } 1198 }
1106 1199
1107 delete_character(op->name, 1); 1200 delete_character (op->name, 1);
1108 } 1201 }
1202
1109 play_again(op); 1203 play_again (op);
1110 return 1; 1204 return 1;
1111} 1205}
1112 1206
1207void
1113void flee_player(object *op) { 1208flee_player (object *op)
1209{
1114 int dir,diff; 1210 int dir, diff;
1115 rv_vector rv; 1211 rv_vector rv;
1116 1212
1117 if(op->stats.hp < 0) { 1213 if (op->stats.hp < 0)
1214 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1215 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1216 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1217 return;
1121 } 1218 }
1122 1219
1123 if(op->enemy==NULL) { 1220 if (op->enemy == NULL)
1221 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1222 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1223 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1224 return;
1127 } 1225 }
1128 1226
1129 /* Seen some crashes here. Since we don't store an 1227 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1228 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1229 * actual enemy, and the object is recycled.
1132 */ 1230 */
1133 if (op->enemy->map == NULL) { 1231 if (op->enemy->map == NULL)
1232 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1234 op->enemy = NULL;
1136 return; 1235 return;
1137 } 1236 }
1138 1237
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1238 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1239 {
1140 op->enemy=NULL; 1240 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1242 return;
1143 } 1243 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1244 get_rangevector (op, op->enemy, &rv, 0);
1145 1245
1146 dir=absdir(4+rv.direction); 1246 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1247 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 } 1248 {
1249 int m = 1 - (RANDOM () & 2);
1250
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return;
1254 }
1255 }
1154 /* Cornered, get rid of scared */ 1256 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1257 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1258 op->enemy = NULL;
1157} 1259}
1158 1260
1159 1261
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1262/* 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 1263 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1264 * stop.
1163 */ 1265 */
1266int
1164int check_pick(object *op) { 1267check_pick (object *op)
1268{
1165 object *tmp, *next; 1269 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1270 int stop = 0;
1168 int j, k, wvratio; 1271 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1170 1273
1171
1172 /* if you're flying, you cna't pick up anything */ 1274 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1275 if (op->move_type & MOVE_FLYING)
1174 return 1; 1276 return 1;
1175 1277
1176 op_tag = op->count;
1177
1178 next = op->below; 1278 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1279
1182 /* loop while there are items on the floor that are not marked as 1280 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1281 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1282 while (next && !next->destroyed ())
1185 { 1283 {
1186 tmp = next; 1284 tmp = next;
1187 next = tmp->below; 1285 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1286
1191 if (was_destroyed (op, op_tag)) 1287 if (op->destroyed ())
1192 return 0; 1288 return 0;
1193 1289
1194 if ( ! can_pick (op, tmp)) 1290 if (!can_pick (op, tmp))
1195 continue; 1291 continue;
1196 1292
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1293 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1294 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1295 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1296 pick_up (op, tmp);
1201 continue; 1297 continue;
1202 } 1298 }
1203 1299
1204 /* high not bit set? We're using the old autopickup model */ 1300 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1301 if (!(op->contr->mode & PU_NEWMODE))
1302 {
1206 switch (op->contr->mode) { 1303 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1304 {
1208 case 1: pick_up (op, tmp); 1305 case 0:
1209 return 1; 1306 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1307 case 1:
1211 return 0; 1308 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1309 return 1;
1213 case 4: pick_up (op, tmp); 1310 case 2:
1214 break; 1311 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1312 return 0;
1216 stop = 1; 1313 case 3:
1217 break; 1314 return 0; /* stop before pickup */
1218 case 6: 1315 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1316 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1317 break;
1221 pick_up(op, tmp); 1318 case 5:
1222 break; 1319 pick_up (op, tmp);
1320 stop = 1;
1321 break;
1322 case 6:
1323 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1324 pick_up (op, tmp);
1325 break;
1223 1326
1224 case 7: 1327 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1328 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1329 pick_up (op, tmp);
1227 break; 1330 break;
1228 1331
1229 default: 1332 default:
1230 /* use value density */ 1333 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1334 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1335 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1336 pick_up (op, tmp);
1234 >= op->contr->mode) 1337 }
1235 pick_up(op,tmp); 1338 }
1236 } 1339 else
1237 } 1340 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1341 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1342 if (op->contr->mode & PU_DEBUG)
1241 { 1343 {
1242 /* some debugging code to figure out item information */ 1344 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1345 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1347 &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)))); 1348 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1350 &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); 1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1352
1253 sprintf(putstring,"...flags: "); 1353 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1354 for (k = 0; k < 4; k++)
1255 { 1355 {
1256 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1257 { 1357 {
1258 if((tmp->flags[k]>>j)&0x01) 1358 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1359 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1360 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1361 strcat (putstring, tmpstr);
1262 } 1362 }
1263 } 1363 }
1264 } 1364 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1366
1267#if 0 1367#if 0
1268 /* print the flags too */ 1368 /* print the flags too */
1269 for(k=0;k<4;k++) 1369 for (k = 0; k < 4; k++)
1270 { 1370 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1372 for (j = 0; j < 32; j++)
1273 { 1373 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1375 if (!((j + 1) % 4))
1276 } 1376 fprintf (stderr, " ");
1377 }
1277 fprintf(stderr," [%d]\n", k*32); 1378 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1379 }
1279#endif 1380#endif
1280 } 1381 }
1281 /* philosophy: 1382 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1383 * 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 1384 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1385 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1386 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1387 * example.
1287 * The drawback: right now it has no frontend, so you need to 1388 * 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 1389 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1390 * convert to decimal and then 'pickup <#>
1290 */ 1391 */
1291 1392
1292 /* the first two modes are exclusive: if NOTHING we return, if 1393 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1394 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1395 * meaning if any test passes, the item gets picked up. */
1295 1396
1296 /* if mode is set to pick nothing up, return */ 1397 /* if mode is set to pick nothing up, return */
1297 1398
1298 if(op->contr->mode & PU_NOTHING) return 1; 1399 if (op->contr->mode & PU_NOTHING)
1400 return 1;
1299 1401
1300 /* if mode is set to stop when encountering objects, return */ 1402 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1403 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1404 * anything up */
1303 1405
1304 if(op->contr->mode & PU_STOP) return 0; 1406 if (op->contr->mode & PU_STOP)
1407 return 0;
1305 1408
1306 /* useful for going into stores and not losing your settings... */ 1409 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1410 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1411 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1412 if (op->contr->mode & PU_INHIBIT)
1413 return 1;
1310 1414
1311 /* prevent us from turning into auto-thieves :) */ 1415 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1416 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1417 continue;
1313 1418
1314 /* ignore known cursed objects */ 1419 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1420 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1421 continue;
1316 1422
1317 /* all food and drink if desired */ 1423 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1424 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1425 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1426 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1322 if(op->contr->mode & PU_DRINK) 1432 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 continue;
1437 }
1325 1438
1326 if(op->contr->mode & PU_POTION) 1439 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1440 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1441 {
1442 pick_up (op, tmp);
1443 continue;
1444 }
1329 1445
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1446 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1447 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1448 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1334 if(op->contr->mode & PU_SKILLSCROLL) 1454 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1455 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1337 if(op->contr->mode & PU_READABLES) 1461 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1462 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1340 1467
1341 /* wands/staves/rods/horns */ 1468 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1469 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1470 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1345 1475
1346 /* pick up all magical items */ 1476 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1477 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1478 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; } 1479 {
1480 pick_up (op, tmp);
1481 continue;
1482 }
1350 1483
1351 if(op->contr->mode & PU_VALUABLES) 1484 if (op->contr->mode & PU_VALUABLES)
1352 { 1485 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1486 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1487 {
1355 } 1488 pick_up (op, tmp);
1489 continue;
1490 }
1491 }
1356 1492
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1493 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1494 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1495 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1361 1500
1501 /* we don't forget dragon food */
1502 if (op->contr->mode & PU_FLESH)
1503 if (tmp->type == FLESH)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1362 /* bows and arrows. Bows are good for selling! */ 1509 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1510 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1511 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1366 if(op->contr->mode & PU_ARROW) 1517 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1518 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1369 1523
1370 /* all kinds of armor etc. */ 1524 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1525 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1526 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1374 if(op->contr->mode & PU_HELMET) 1532 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1533 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1377 if(op->contr->mode & PU_SHIELD) 1539 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1540 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1380 if(op->contr->mode & PU_BOOTS) 1546 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1547 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1383 if(op->contr->mode & PU_GLOVES) 1553 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1554 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559
1386 if(op->contr->mode & PU_CLOAK) 1560 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1561 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 continue;
1565 }
1389 1566
1390 /* hoping to catch throwing daggers here */ 1567 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1568 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1569 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1394 1574
1395 /* careful: chairs and tables are weapons! */ 1575 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1576 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1577 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1578 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1579 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1582 {
1403 } 1583 pick_up (op, tmp);
1584 continue;
1585 }
1586 }
1587
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1588 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1589 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1591 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1592 pick_up (op, tmp);
1409 } 1593 continue;
1410 } 1594 }
1595 }
1596 }
1411 1597
1412 /* misc stuff that's useful */ 1598 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1599 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1600 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1601 {
1602 pick_up (op, tmp);
1603 continue;
1604 }
1416 1605
1417 /* any of the last 4 bits set means we use the ratio for value 1606 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1607 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1608 if (op->contr->mode & PU_RATIO)
1420 { 1609 {
1421 /* use value density to decide what else to grab */ 1610 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1611 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1612 /* >=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 */ 1613 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1614 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1615 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1616 {
1428 pick_up(op, tmp); 1617 pick_up (op, tmp);
1429#if 0 1618#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1619 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1620 if (tmp->name != NULL)
1621 {
1432 fprintf(stderr,"%s", tmp->name); 1622 fprintf (stderr, "%s", tmp->name);
1433 } 1623 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1624 else
1625 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1626 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1628#endif
1438 continue; 1629 continue;
1439 } 1630 }
1631 }
1632 } /* the new pickup model */
1440 } 1633 }
1441 } /* the new pickup model */ 1634
1442 }
1443 return ! stop; 1635 return !stop;
1444} 1636}
1445 1637
1446/* 1638/*
1447 * Find an arrow in the inventory and after that 1639 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1640 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1641 * found object is returned.
1450 */ 1642 */
1643object *
1451object *find_arrow(object *op, const char *type) 1644find_arrow (object *op, const char *type)
1452{ 1645{
1453 object *tmp = NULL; 1646 object *tmp = NULL;
1454 1647
1455 for(op=op->inv; op; op=op->below) 1648 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1649 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); 1650 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1651 else if (op->type == ARROW && op->race == type)
1460 return op; 1652 return op;
1461 return tmp; 1653 return tmp;
1462} 1654}
1463 1655
1464/* 1656/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1657 * 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 1658 * 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 1659 * 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. 1660 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1661 */
1470 1662
1663object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1664find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1665{
1473 object *tmp = NULL, *arrow, *ntmp; 1666 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1667 int attacknum, attacktype, betterby = 0, i;
1475 1668
1476 if (!type) 1669 if (!type)
1477 return NULL; 1670 return NULL;
1478 1671
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1672 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1673 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1674 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1675 {
1676 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1677 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1678 if (i > betterby)
1485 tmp = ntmp; 1679 {
1486 betterby = i; 1680 tmp = ntmp;
1487 } 1681 betterby = i;
1682 }
1683 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1684 else if (arrow->type == ARROW && arrow->race == type)
1685 {
1489 /* allways prefer assasination/slaying */ 1686 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1687 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1688 {
1492 if (arrow->attacktype & AT_DEATH) { 1689 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1690 {
1494 return arrow; 1691 *better = 100;
1495 } else { 1692 return arrow;
1496 tmp = arrow; 1693 }
1694 else
1695 {
1696 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1697 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1698 }
1499 } else { 1699 }
1700 else
1701 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 {
1501 attacktype = 1<<attacknum; 1704 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1705 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) { 1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1707 {
1708 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1710 }
1507 } 1711 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1713 {
1714 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1715 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1716 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1717 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1718 {
1719 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1720 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1721 }
1722 }
1723 }
1516 } 1724 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1725 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1726 return find_arrow (op, type);
1521 1727
1522 *better = betterby; 1728 *better = betterby;
1523 return tmp; 1729 return tmp;
1524} 1730}
1525 1731
1526/* looks in a given direction, finds the first valid target, and calls 1732/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1733 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1734 * op = the shooter
1529 * type = bow->race 1735 * type = bow->race
1530 * dir = fire direction 1736 * dir = fire direction
1531 */ 1737 */
1532 1738
1739object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1740pick_arrow_target (object *op, const char *type, int dir)
1534{ 1741{
1535 object *tmp = NULL; 1742 object *tmp = NULL;
1536 mapstruct *m; 1743 maptile *m;
1537 int i, mflags, found, number; 1744 int i, mflags, found, number;
1538 sint16 x, y; 1745 sint16 x, y;
1539 1746
1540 if (op->map == NULL) 1747 if (op->map == NULL)
1541 return find_arrow(op, type); 1748 return find_arrow (op, type);
1542 1749
1543 /* do a dex check */ 1750 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1751 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))) 1752 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1753 return find_arrow (op, type);
1547 1754
1548 m = op->map; 1755 m = op->map;
1549 x = op->x; 1756 x = op->x;
1550 y = op->y; 1757 y = op->y;
1551 1758
1552 /* find the first target */ 1759 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1760 for (i = 0, found = 0; i < 20; i++)
1761 {
1554 x += freearr_x[dir]; 1762 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1763 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1764 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1765 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1766 {
1558 tmp = NULL; 1767 tmp = NULL;
1559 break; 1768 break;
1769 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1770 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1771 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1772 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1773 * perhaps a bad assumption.
1563 */ 1774 */
1564 tmp = NULL; 1775 tmp = NULL;
1565 break; 1776 break;
1566 } 1777 }
1567 if (mflags & P_IS_ALIVE) { 1778 if (mflags & P_IS_ALIVE)
1779 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1780 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1782 {
1571 break; 1783 found++;
1572 } 1784 break;
1785 }
1573 if (found) 1786 if (found)
1574 break; 1787 break;
1575 } 1788 }
1576 } 1789 }
1577 if (tmp == NULL) 1790 if (tmp == NULL)
1578 return find_arrow(op, type); 1791 return find_arrow (op, type);
1579 1792
1580 if (tmp->head) 1793 if (tmp->head)
1581 tmp = tmp->head; 1794 tmp = tmp->head;
1582 1795
1583 return find_better_arrow(op, tmp, type, &i); 1796 return find_better_arrow (op, tmp, type, &i);
1584} 1797}
1585 1798
1586/* 1799/*
1587 * Creature fires a bow - op can be monster or player. Returns 1800 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1801 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1804 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1805 * 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 1806 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1807 * player fire modes.
1595 */ 1808 */
1809int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1811{
1599 object *left, *bow; 1812 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1813 int bowspeed, mflags;
1602 mapstruct *m; 1814 maptile *m;
1603 1815
1604 if (!dir) { 1816 if (!dir)
1817 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1819 return 0;
1607 } 1820 }
1608 if (op->type == PLAYER) 1821 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1822 bow = op->contr->ranges[range_bow];
1610 else { 1823 else
1824 {
1611 for(bow=op->inv; bow; bow=bow->below) 1825 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1826 /* 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. 1827 * don't need to switch back and forth between bows and weapons.
1614 */ 1828 */
1615 if(bow->type==BOW) 1829 if (bow->type == BOW)
1616 break; 1830 break;
1617 1831
1618 if (!bow) { 1832 if (!bow)
1833 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1835 return 0;
1621 } 1836 }
1622 } 1837 }
1623 if( !bow->race || !bow->skill) { 1838 if (!bow->race || !bow->skill)
1839 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1841 return 0;
1626 } 1842 }
1627 1843
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1845
1630 /* penalize ROF for bestarrow */ 1846 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1849 if (bowspeed < 1)
1634 bowspeed = 1; 1850 bowspeed = 1;
1635 1851
1636 if (arrow == NULL) { 1852 if (arrow == NULL)
1853 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1854 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 {
1638 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1857 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 */ 1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1859 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1860 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1861 return 0;
1645 } 1862 }
1646 } 1863 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1865 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1866 {
1867 return 0;
1868 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1872 return 0;
1654 } 1873 }
1655 1874
1656 /* this should not happen, but sometimes does */ 1875 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1876 if (arrow->nrof == 0)
1877 {
1658 remove_ob(arrow); 1878 remove_ob (arrow);
1659 free_object(arrow); 1879 free_object (arrow);
1660 return 0; 1880 return 0;
1661 } 1881 }
1662 1882
1663 left = arrow; /* these are arrows left to the player */ 1883 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1884 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1888 return 0;
1669 return 0;
1670 } 1889 }
1671 set_owner(arrow, op); 1890 set_owner (arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1891 arrow->skill = bow->skill;
1674 1892
1675 arrow->direction=dir; 1893 arrow->direction = dir;
1676 arrow->x = sx; 1894 arrow->x = sx;
1677 arrow->y = sy; 1895 arrow->y = sy;
1678 1896
1679 if (op->type == PLAYER) { 1897 if (op->type == PLAYER)
1898 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1900 fix_player (op);
1682 } 1901 }
1683 1902
1684 SET_ANIMATION(arrow, arrow->direction); 1903 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1905 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1906 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1907 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1908 arrow->spellarg = strdup_local (arrow->slaying);
1690 1909
1691 /* Note that this was different for monsters - they got their level 1910 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1911 * added to the damage. I think the strength bonus is more proper.
1693 */ 1912 */
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 1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1699 /* update the speed */ 1916 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1918 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 1919
1705 if (arrow->speed < 1.0) 1920 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1921 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1922 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1923 arrow->speed_left = 0;
1709 1924
1710 if (op->type == PLAYER) { 1925 if (op->type == PLAYER)
1926 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1929 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 1930
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1932 }
1933 else
1934 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1935 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; 1936 arrow->level = op->level;
1722 } 1937 }
1938
1723 if (arrow->attacktype == AT_PHYSICAL) 1939 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1940 arrow->attacktype |= bow->attacktype;
1941
1725 if (bow->slaying != NULL) 1942 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1943 arrow->slaying = bow->slaying;
1727 1944
1728 arrow->map = m; 1945 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1946 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1948
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1949 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); 1950 insert_ob_in_map (arrow, m, op, 0);
1735 1951
1736 if (!was_destroyed(arrow, tag)) 1952 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1953 move_arrow (arrow);
1738 1954
1739 if (op->type == PLAYER) { 1955 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1956 {
1957 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1958 esrv_del_item (op->contr, left->count);
1742 else 1959 else
1743 esrv_send_item(op, left); 1960 esrv_send_item (op, left);
1744 } 1961 }
1962
1745 return 1; 1963 return 1;
1746} 1964}
1747 1965
1748/* Special fire code for players - this takes into 1966/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1967 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1968 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1969 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1970 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1971 * hence the function name.
1754 */ 1972 */
1973int
1755int player_fire_bow(object *op, int dir) 1974player_fire_bow (object *op, int dir)
1756{ 1975{
1757 int ret=0, wcmod=0; 1976 int ret = 0, wcmod = 0;
1758 1977
1759 if (op->contr->bowtype == bow_bestarrow) { 1978 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1979 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1980 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); 1981 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1985 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1987 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1988 else if (op->contr->bowtype == bow_threewide)
1989 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1990 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)]); 1991 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)]); 1992 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1993 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1994 else if (op->contr->bowtype == bow_spreadshot)
1995 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1996 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); 1997 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); 1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1999
1777 } else { 2000 }
2001 else
2002 {
1778 /* Simple case */ 2003 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 2005 }
1781 return ret; 2006 return ret;
1782} 2007}
1783 2008
1784 2009
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 2010/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2011 * Broken apart from 'fire' to keep it more readable.
1787 */ 2012 */
2013void
1788void fire_misc_object(object *op, int dir) 2014fire_misc_object (object *op, int dir)
1789{ 2015{
1790 object *item; 2016 object *item;
1791 2017
1792 if (!op->contr->ranges[range_misc]) { 2018 if (!op->contr->ranges[range_misc])
2019 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2021 return;
1795 } 2022 }
1796 2023
1797 item = op->contr->ranges[range_misc]; 2024 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2025 if (!item->inv)
2026 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2027 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2028 return;
1801 } 2029 }
1802 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1803 if(item->stats.food<=0) { 2032 if (item->stats.food <= 0)
2033 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2034 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)); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2036 return;
1807 } 2037 }
2038 }
1808 } else if (item->type == ROD || item->type==HORN) { 2039 else if (item->type == ROD || item->type == HORN)
2040 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2044 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2045 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)); 2046 else
1814 else 2047 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; 2048 return;
1818 } 2049 }
1819 } 2050 }
1820 2051
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2052 if (cast_spell (op, item, dir, item->inv, NULL))
2053 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2054 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2055 if (item->type == WAND)
2056 {
1824 if (!(--item->stats.food)) { 2057 if (!(--item->stats.food))
1825 object *tmp; 2058 {
1826 if (item->arch) { 2059 object *tmp;
2060
2061 if (item->arch)
2062 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2063 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2064 item->face = item->arch->clone.face;
1829 item->speed = 0; 2065 item->speed = 0;
1830 update_ob_speed(item); 2066 update_ob_speed (item);
1831 } 2067 }
1832 if ((tmp=is_player_inv(item))) 2068 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2069 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2070 }
1835 } 2071 }
1836 else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1837 drain_rod_charge(item); 2074 drain_rod_charge (item);
1838 } 2075 }
1839 } 2076 }
1840} 2077}
1841 2078
1842/* Received a fire command for the player - go and do it. 2079/* Received a fire command for the player - go and do it.
1843 */ 2080 */
2081void
1844void fire(object *op,int dir) { 2082fire (object *op, int dir)
2083{
1845 int spellcost=0; 2084 int spellcost = 0;
1846 2085
1847 /* check for loss of invisiblity/hide */ 2086 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2087 if (action_makes_visible (op))
2088 make_visible (op);
1849 2089
1850 switch(op->contr->shoottype) { 2090 switch (op->contr->shoottype)
2091 {
1851 case range_none: 2092 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; 2093 return;
1888 default: 2094
2095 case range_bow:
2096 player_fire_bow (op, dir);
2097 return;
2098
2099 case range_magic: /* Casting spells */
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2101 return;
2102
2103 case range_misc:
2104 fire_misc_object (op, dir);
2105 return;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2131 return;
1891 } 2132 }
1892} 2133}
1893 2134
1894 2135
1895 2136
1902 * inv is the objects inventory to searched 2143 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2144 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2145 * This function can be called recursively to search containers.
1905 */ 2146 */
1906 2147
2148object *
1907object * find_key(object *pl, object *container, object *door) 2149find_key (object *pl, object *container, object *door)
1908{ 2150{
1909 object *tmp,*key; 2151 object *tmp, *key;
1910 2152
1911 /* Should not happen, but sanity checking is never bad */ 2153 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2154 if (container->inv == NULL)
2155 return NULL;
1913 2156
1914 /* First, lets try to find a key in the top level inventory */ 2157 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2159 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2160 if (door->type == DOOR && tmp->type == KEY)
2161 break;
1917 /* For sanity, we should really check door type, but other stuff 2162 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2163 * (like containers) can be locked with special keys
1919 */ 2164 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2166 break;
1922 } 2167 }
1923 /* No key found - lets search inventories now */ 2168 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2169 /* 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 2170 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2171 * a key, return
1927 */ 2172 */
1928 if (!tmp) { 2173 if (!tmp)
2174 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2176 {
1930 /* No reason to search empty containers */ 2177 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2178 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2179 {
2180 if ((key = find_key (pl, tmp, door)) != NULL)
2181 return key;
2182 }
2183 }
2184 if (!tmp)
2185 return NULL;
1933 } 2186 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2187 /* 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 2188 * see if we actually want to use it
1939 */ 2189 */
1940 if (pl!=container) { 2190 if (pl != container)
2191 {
1941 /* Only let players use keys in containers */ 2192 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2193 if (!pl->contr)
2194 return NULL;
1943 /* cases where this fails: 2195 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2196 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2197 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2198 * If the container is not active, return now since only active
1947 * containers can be used. 2199 * containers can be used.
1948 * If we only search keyrings and the container does not have 2200 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2201 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2202 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2203 * inv must have been an container and must have been active.
1952 * 2204 *
1953 * Change the color so that the message doesn't disappear with 2205 * Change the color so that the message doesn't disappear with
1954 * all the others. 2206 * all the others.
1955 */ 2207 */
1956 if (pl->contr->usekeys == key_inventory || 2208 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2209 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2210 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2211 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2213 "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; 2214 return NULL;
1965 } 2215 }
1966 } 2216 }
1967 return tmp; 2217 return tmp;
1968} 2218}
1969 2219
1970/* moved door processing out of move_player_attack. 2220/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2221 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2222 * such that the caller should not do anything more,
1973 * 0 otherwise 2223 * 0 otherwise
1974 */ 2224 */
2225static int
1975static int player_attack_door(object *op, object *door) 2226player_attack_door (object *op, object *door)
1976{ 2227{
1977 2228
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2229 /* 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 - 2230 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2231 * otherwise, we fall through to the rest of the code.
1981 */ 2232 */
1982 object *key=find_key(op, op, door); 2233 object *key = find_key (op, op, door);
1983 2234
1984 /* IF we found a key, do some extra work */ 2235 /* IF we found a key, do some extra work */
1985 if (key) { 2236 if (key)
2237 {
1986 object *container=key->env; 2238 object *container = key->env;
1987 2239
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2241 if (action_makes_visible (op))
2242 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2245 if (door->type == DOOR)
2246 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2248 }
1994 else if(door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2250 {
1996 "You open the door with the %s", query_short_name(key)); 2251 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 ;-) */ 2252 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2253 }
1999 /* Do this after we print the message */ 2254 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2255 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2256 /* Need to update the weight the container the key was in */
2002 if (container != op) 2257 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2258 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2259 return 1; /* Nothing more to do below */
2260 }
2005 } else if (door->type==LOCKED_DOOR) { 2261 else if (door->type == LOCKED_DOOR)
2262 {
2006 /* Might as well return now - no other way to open this */ 2263 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2265 return 1;
2009 } 2266 }
2010 return 0; 2267 return 0;
2011} 2268}
2012 2269
2013/* This function is just part of a breakup from move_player. 2270/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2271 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2272 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2273 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2274 * going to try and move (not fire weapons).
2018 */ 2275 */
2019 2276
2277void
2020void move_player_attack(object *op, int dir) 2278move_player_attack (object *op, int dir)
2021{ 2279{
2022 object *tmp, *mon, *tpl; 2280 object *tmp, *mon;
2023 sint16 nx, ny; 2281 sint16 nx, ny;
2024 int on_battleground; 2282 int on_battleground;
2025 mapstruct *m; 2283 maptile *m;
2026 2284
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2285 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2286 ny = freearr_y[dir] + op->y;
2031 2287
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2288 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2289
2034 /* If braced, or can't move to the square, and it is not out of the 2290 /* 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 2291 * 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 2292 * 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 2293 * 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 2294 * 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 2295 * 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 2296 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2297 * move_ob uses.
2042 */ 2298 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2303 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2304 if (!m)
2047 } 2305 return; /* Don't think this should happen */
2048 else m =tpl->map; 2306 }
2049 2307 else
2308 m = op->map;
2309
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2313 return;
2053 } 2314 }
2054 2315
2055 mon = NULL; 2316 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2317 /* 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. 2318 * 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 2319 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2320 * on the space
2060 */ 2321 */
2061 while (tmp!=NULL) { 2322 while (tmp != NULL)
2323 {
2062 if (tmp == op) { 2324 if (tmp == op)
2063 tmp=tmp->above; 2325 {
2064 continue; 2326 tmp = tmp->above;
2065 } 2327 continue;
2328 }
2329
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2331 {
2068 break; 2332 mon = tmp;
2069 } 2333 break;
2334 }
2335
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2337 mon = tmp;
2338
2072 tmp=tmp->above; 2339 tmp = tmp->above;
2073 } 2340 }
2074 2341
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2342 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2343 return; /* into a wall */
2077 2344
2078 if(mon->head != NULL) 2345 if (mon->head != NULL)
2079 mon = mon->head; 2346 mon = mon->head;
2080 2347
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2349 if (player_attack_door (op, mon))
2350 return;
2083 2351
2084 /* The following deals with possibly attacking peaceful 2352 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2353 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2354 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2355 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2356 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2357 * and thus will not push them.
2090 */ 2358 */
2091 2359
2092 /* If the creature is a pet, push it even if the player is not 2360 /* 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 2361 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2362 * player owns it and it is either friendly or unagressive.
2095 */ 2363 */
2096 if ((op->type==PLAYER) 2364 if ((op->type == PLAYER)
2097#if COZY_SERVER 2365#if COZY_SERVER
2098 && 2366 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr 2367 ((get_owner (mon) && get_owner (mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2369#else
2105 && get_owner(mon)==op 2370 && get_owner (mon) == op
2106#endif 2371#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2373 {
2109 /* If we're braced, we don't want to switch places with it */ 2374 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2375 if (op->contr->braced)
2376 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2378 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2379 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op);
2114 return; 2381 return;
2115 } 2382 }
2116 2383
2117 /* in certain circumstances, you shouldn't attack friendly 2384 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2385 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2386 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2387 * attack them either.
2121 */ 2388 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2389 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2391#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2392 (op->contr->peaceful
2393 || (mon->type == PLAYER
2394 && mon->contr->
2395 peaceful)) &&
2127#else 2396#else
2128 op->contr->peaceful && 2397 op->contr->peaceful &&
2129#endif 2398#endif
2130 !on_battleground 2399 !on_battleground))
2400 {
2401 if (!op->contr->braced)
2131 )) { 2402 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2404 (void) push_ob (mon, dir, op);
2135 } else { 2405 }
2406 else
2407 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2408 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2409 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2410 if (op->contr->tmp_invis || op->hide)
2139 } 2411 make_visible (op);
2412 }
2140 2413
2141 /* If the object is a boulder or other rollable object, then 2414 /* 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. 2415 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2416 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2418 {
2145 recursive_roll(mon,dir,op); 2419 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2420 if (action_makes_visible (op))
2147 } 2421 make_visible (op);
2422 }
2148 2423
2149 /* Any generic living creature. Including things like doors. 2424 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2425 * 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: 2426 * 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 2427 * 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. 2428 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2429 */
2155 2430
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2433 {
2159 2434
2160 /* If the player hasn't hit something this tick, and does 2435 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2436 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2437 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2438 * incurred a 1 tick offset.
2164 */ 2439 */
2165 if (!op->contr->has_hit) { 2440 if (!op->contr->has_hit)
2441 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2442 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2443
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2445 }
2170 2446
2171 skill_attack(mon, op, 0, NULL, NULL); 2447 skill_attack (mon, op, 0, NULL, NULL);
2172 2448
2173 /* If attacking another player, that player gets automatic 2449 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2450 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2451 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2452 * the wiz.
2177 */ 2453 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2454 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)) { 2455 {
2180 short luck = mon->stats.luck; 2456 short luck = mon->stats.luck;
2457
2181 mon->contr->has_hit = 1; 2458 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2459 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2460 mon->stats.luck = luck;
2184 } 2461 }
2185 if(action_makes_visible(op)) make_visible(op); 2462 if (action_makes_visible (op))
2186 } 2463 make_visible (op);
2464 }
2187 } /* if player should attack something */ 2465 } /* if player should attack something */
2188} 2466}
2189 2467
2468int
2190int move_player(object *op,int dir) { 2469move_player (object *op, int dir)
2470{
2191 int pick; 2471 int pick;
2192 object *transport = op->contr->transport;
2193 2472
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2473 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; 2474 return 0;
2475
2476 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9))
2478 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0;
2481 }
2482
2483 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486
2487 op->facing = dir;
2488
2489 if (op->hide)
2490 do_hidden_move (op);
2491
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ;
2494 else if (op->contr->fire_on)
2495 fire (op, dir);
2496 else
2497 {
2498 move_player_attack (op, dir);
2499 pick = check_pick (op);
2500 }
2501
2502 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing.
2504 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir;
2508 }
2509 else
2510 {
2511 op->direction = 0;
2512 }
2513 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities
2515 * for players.
2516 */
2517 animate_object (op, op->facing);
2518 return 0;
2256} 2519}
2257 2520
2258/* This is similar to handle_player, below, but is only used by the 2521/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2522 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2523 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2524 * the new speed values for commands.
2262 * 2525 *
2263 * Returns true if there are more actions we can do. 2526 * Returns true if there are more actions we can do.
2264 */ 2527 */
2528int
2265int handle_newcs_player(object *op) 2529handle_newcs_player (object *op)
2266{ 2530{
2267 if (op->contr->hidden) { 2531 if (op->contr->hidden)
2532 {
2268 op->invisible = 1000; 2533 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2534 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2535 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2536 * alternate it here for it to work correctly.
2272 */ 2537 */
2273 if (pticks & 2) op->invisible--; 2538 if (pticks & 2)
2539 op->invisible--;
2274 } 2540 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2276 op->invisible--; 2543 op->invisible--;
2277 if(!op->invisible) { 2544 if (!op->invisible)
2545 {
2278 make_visible(op); 2546 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2548 }
2281 } 2549 }
2282 2550
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2551 if (QUERY_FLAG (op, FLAG_SCARED))
2552 {
2284 flee_player(op); 2553 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2554 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 {
2287 op->speed_left--; 2557 op->speed_left--;
2288 return 0; 2558 return 0;
2289 } 2559 }
2290 } 2560 }
2291 2561
2292 /* I've been seeing crashes where the golem has been destroyed, but 2562 /* 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 2563 * 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 2564 * 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. 2565 * put this in a a workaround to clean up the golem pointer.
2296 */ 2566 */
2297 if (op->contr->ranges[range_golem] && 2567 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; 2568 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2569
2304 /* call this here - we also will call this in do_ericserver, but 2570 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2571 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2572 * called, so we recheck it here.
2307 */ 2573 */
2308 HandleClient(&op->contr->socket, op->contr); 2574 HandleClient (&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2575 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; 2576 return 0;
2324}
2325 2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction);
2588 if (op->speed_left > 0)
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0;
2594}
2595
2596int
2326int save_life(object *op) { 2597save_life (object *op)
2598{
2327 object *tmp; 2599 object *tmp;
2328 2600
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2601 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; 2602 return 0;
2603
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2609 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp);
2612 free_object (tmp);
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp;
2616 if (op->stats.food < 0)
2617 op->stats.food = 999;
2618 fix_player (op);
2619 return 1;
2620 }
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */
2624 return 0;
2354} 2625}
2355 2626
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2627/* 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 2628 * 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 2629 * function will descend into containers. op is the object to start the search
2359 * from. 2630 * from.
2360 */ 2631 */
2632void
2361void remove_unpaid_objects(object *op, object *env) 2633remove_unpaid_objects (object *op, object *env)
2362{ 2634{
2363 object *next; 2635 object *next;
2364 2636
2365 while (op) { 2637 while (op)
2638 {
2366 next=op->below; /* Make sure we have a good value, in case 2639 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2640 * we remove object 'op'
2368 */ 2641 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2642 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 {
2370 remove_ob(op); 2644 remove_ob (op);
2371 op->x = env->x; 2645 op->x = env->x;
2372 op->y = env->y; 2646 op->y = env->y;
2373 if (env->type == PLAYER) 2647 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2648 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2649 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2650 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2651 else if (op->inv)
2378 op=next; 2652 remove_unpaid_objects (op->inv, env);
2653 op = next;
2379 } 2654 }
2380} 2655}
2381 2656
2382 2657
2383/* 2658/*
2385 * Moved from apply.c to player.c - player.c is what 2660 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2661 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2662 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2663 * but there isn't one in the server directory.
2389 */ 2664 */
2665char *
2390char *gravestone_text (object *op) 2666gravestone_text (object *op)
2391{ 2667{
2392 static char buf2[MAX_BUF]; 2668 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2669 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2670 time_t now = time (NULL);
2395 2671
2396 strcpy (buf2, " R.I.P.\n\n"); 2672 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2673 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2675 else
2400 sprintf (buf, "%s\n", op->name); 2676 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2678 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2679 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2680 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2681 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2682 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2683 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2684 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2686 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2687 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2688 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2689 strcat (buf2, buf);
2413 } 2690 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2692 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2693 strcat (buf2, buf);
2417 return buf2; 2694 return buf2;
2418} 2695}
2419 2696
2420 2697
2421 2698
2699void
2422void do_some_living(object *op) { 2700do_some_living (object *op)
2701{
2423 int last_food=op->stats.food; 2702 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2703 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2704 int over_hp, over_sp, over_grace;
2426 int i; 2705 int i;
2427 int rate_hp = 1200; 2706 int rate_hp = 1200;
2428 int rate_sp = 2500; 2707 int rate_sp = 2500;
2429 int rate_grace = 2000; 2708 int rate_grace = 2000;
2430 const int max_hp = 1; 2709 const int max_hp = 1;
2431 const int max_sp = 1; 2710 const int max_sp = 1;
2432 const int max_grace = 1; 2711 const int max_grace = 1;
2433 2712
2434 if (op->contr->outputs_sync) { 2713 if (op->contr->outputs_sync)
2714 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2716 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]); 2717 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2718 }
2440 2719
2441 if(op->contr->state==ST_PLAYING) { 2720 if (op->contr->state == ST_PLAYING)
2721 {
2442 2722
2443 /* these next three if clauses make it possible to SLOW DOWN 2723 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2724 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2725 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2727 else
2728 {
2448 gen_hp = op->stats.maxhp; 2729 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2731 }
2451 if(op->contr->gen_sp >= 0 ) 2732 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2734 else
2735 {
2454 gen_sp = op->stats.maxsp; 2736 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2738 }
2457 if(op->contr->gen_grace >= 0) 2739 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2741 else
2742 {
2460 gen_grace = op->stats.maxgrace; 2743 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2745 }
2463 2746
2464 /* Regenerate Spell Points */ 2747 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2750 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) { 2751 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2752 {
2753 op->stats.sp++;
2469 /* dms do not consume food */ 2754 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2756 {
2757 op->stats.food--;
2472 if(op->contr->digestion<0) 2758 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2759 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2760 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; 2761 op->stats.food = last_food;
2762 }
2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2477 } 2788 }
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 2789
2498 /* Regenerate Grace */ 2790 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2792 if (--op->last_grace < 0)
2793 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2794 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2795 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2796 if (max_grace > 1)
2797 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2799 if (over_grace > 0)
2506 op->stats.sp += over_grace 2800 {
2801 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; 2802 + (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; 2803 op->last_grace = 0;
2509 } else { 2804 }
2805 else
2806 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2807 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2808 }
2512 } else { 2809 }
2810 else
2811 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2813 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2814 /* wearing stuff doesn't detract from grace generation. */
2516 } 2815 }
2517 2816
2518 /* Regenerate Hit Points */ 2817 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2818 if (--op->last_heal < 0)
2819 {
2520 if(op->stats.hp<op->stats.maxhp) { 2820 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2821 {
2822 op->stats.hp++;
2522 /* dms do not consume food */ 2823 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2824 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2825 {
2826 op->stats.food--;
2525 if(op->contr->digestion<0) 2827 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2828 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2829 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; 2830 op->stats.food = last_food;
2831 }
2832 }
2833 if (max_hp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 {
2838 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2839 op->last_heal = 0;
2840 }
2841 else
2842 {
2843 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 }
2845 }
2846 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 }
2530 } 2850 }
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 2851
2546 /* Digestion */ 2852 /* Digestion */
2547 if(--op->last_eat<0) { 2853 if (--op->last_eat < 0)
2854 {
2548#ifdef COZY_SERVER 2855#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2858#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2859 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 2860#endif
2556 2861
2557 if(op->contr->gen_hp > 0) 2862 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2864 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2866 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2867 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2868 op->stats.food--;
2869 }
2564 } 2870 }
2565 2871
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2873 {
2567 object *tmp, *flesh=NULL; 2874 object *tmp, *flesh = NULL;
2568 2875
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2877 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2883 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2884 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2885 break;
2576 } 2886 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2887 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2888 flesh = tmp;
2579 } /* end of for loop */ 2889 } /* End if paid for object */
2890 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2891 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2892 * eat flesh instead.
2582 */ 2893 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2897 manual_apply (op, flesh, 0);
2586 } 2898 }
2587 } /* end if player is starving */ 2899 } /* end if player is starving */
2588 2900
2589 while(op->stats.food<0&&op->stats.hp>0) 2901 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2902 op->stats.food++, op->stats.hp--;
2591 2903
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2905 kill_player (op);
2594} 2906}
2595 2907
2596 2908
2597 2909
2598/* If the player should die (lack of hp, food, etc), we call this. 2910/* 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 2911 * 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 2912 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2913 * file.
2602 */ 2914 */
2915void
2603void kill_player(object *op) 2916kill_player (object *op)
2604{ 2917{
2605 char buf[MAX_BUF]; 2918 char buf[MAX_BUF];
2606 int x,y,i; 2919 int x, y;
2920
2921 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2922 maptile *map; /* this is for resurrection */
2923
2608 int z; 2924 /* int z;
2609 int num_stats_lose; 2925 int num_stats_lose;
2610 int lost_a_stat; 2926 int lost_a_stat;
2611 int lose_this_stat; 2927 int lose_this_stat;
2612 int this_stat; 2928 int this_stat; */
2613 int will_kill_again; 2929 int will_kill_again;
2614 archetype *at; 2930 archetype *at;
2615 object *tmp; 2931 object *tmp;
2616 2932
2617 if(save_life(op)) 2933 if (save_life (op))
2618 return; 2934 return;
2619 2935
2620 2936
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2937 /* 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. 2938 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2939 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2940 */
2625 if (op_on_battleground(op, &x, &y)) { 2941 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2942 {
2627 "You have been defeated in combat!"); 2943 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, 2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2945
2630
2631 /* restore player */ 2946 /* restore player */
2632 at = find_archetype("poisoning"); 2947 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2948 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2949 if (tmp)
2950 {
2635 remove_ob(tmp); 2951 remove_ob (tmp);
2636 free_object(tmp); 2952 free_object (tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2954 }
2639 2955
2640 at = find_archetype("confusion"); 2956 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2957 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2958 if (tmp)
2959 {
2643 remove_ob(tmp); 2960 remove_ob (tmp);
2644 free_object(tmp); 2961 free_object (tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2963 }
2647 2964
2648 cure_disease(op,0); /* remove any disease */ 2965 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2967 if (op->stats.food <= 0)
2651 2968 op->stats.food = 999;
2969
2652 /* create a bodypart-trophy to make the winner happy */ 2970 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2971 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2972 if (tmp != NULL)
2655 { 2973 {
2656 sprintf(buf,"%s's finger",op->name); 2974 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2975 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2976 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2977 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2979 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2980 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2981 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2983 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2984 }
2985
2669 /* teleport defeated player to new destination*/ 2986 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2987 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2988 op->contr->braced = 0;
2672 return; 2989 return;
2673 } 2990 }
2674 2991
2675 INVOKE_PLAYER (DEATH, op->contr); 2992 INVOKE_PLAYER (DEATH, op->contr);
2676 2993
2677 command_kill_pets (op, 0); 2994 command_kill_pets (op, 0);
2678 2995
2679 if(op->stats.food<0) { 2996 if (op->stats.food < 0)
2997 {
2680 if (op->contr->explore) { 2998 if (op->contr->explore)
2999 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3000 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..."); 3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 3002 op->stats.food = 999;
2684 return; 3003 return;
2685 } 3004 }
2686 sprintf(buf,"%s starved to death.",op->name); 3005 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3006 strcpy (op->contr->killer, "starvation");
3007 }
3008 else
2688 } 3009 {
2689 else {
2690 if (op->contr->explore) { 3010 if (op->contr->explore)
3011 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3012 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..."); 3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3014 op->stats.hp = op->stats.maxhp;
2694 return; 3015 return;
2695 } 3016 }
2696 sprintf(buf,"%s died.",op->name); 3017 sprintf (buf, "%s died.", &op->name);
2697 } 3018 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3020
2700 /* save the map location for corpse, gravestone*/ 3021 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
2702 3025
2703 3026
2704 if (settings.not_permadeth == TRUE) { 3027 if (settings.not_permadeth == TRUE)
3028 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3029 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3030 * 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. 3031 * See the config.h file for a little more in depth detail about this.
2708 */ 3032 */
2709 3033
2710 /* Basically two ways to go - remove a stat permanently, or just 3034 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3035 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3036 * of death.
2713 */ 3037 */
2714#ifndef COZY_SERVER 3038#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3039 if (settings.balanced_stat_loss)
3040 {
2716 /* If stat loss is permanent, lose one stat only. */ 3041 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3042 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3043 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3044 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3045 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3046 little bit harder. */
2722 /* GD */ 3047 /* GD */
2723 if (settings.stat_loss_on_death) 3048 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3049 num_stats_lose = 1;
2725 else 3050 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3052 }
3053 else
3054 {
2728 num_stats_lose = 1; 3055 num_stats_lose = 1;
2729 } 3056 }
2730 lost_a_stat = 0; 3057 lost_a_stat = 0;
2731 3058
2732 for (z=0; z<num_stats_lose; z++) { 3059 for (z = 0; z < num_stats_lose; z++)
3060 {
2733 i = RANDOM() % NUM_STATS; 3061 i = RANDOM () % NUM_STATS;
2734 3062
2735 if (settings.stat_loss_on_death) { 3063 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 3064 {
2750 dep = present_arch_in_ob(deparch,op); 3065 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3066 * what he lost.
2752 dep = arch_to_object(deparch); 3067 */
2753 insert_ob_in_ob(dep, op); 3068 change_attr_value (&(op->stats), i, -1);
2754 } 3069 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3070 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3071 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3073 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 3074 }
2783 if (lose_this_stat) { 3075 else
3076 {
3077 /* deplete a stat */
3078 archetype *deparch = archetype::find ("depletion");
3079 object *dep;
3080
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 {
3084 dep = arch_to_object (deparch);
3085 insert_ob_in_ob (dep, op);
3086 }
3087 lose_this_stat = 1;
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0)
3094 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3123 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3124 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3125 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3126 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3127 * difference.
2790 */ 3128 */
2791 if (this_stat>=-50) { 3129 if (this_stat >= -50)
3130 {
2792 change_attr_value(&(dep->stats), i, -1); 3131 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3132 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3134 fix_player (op);
2796 lost_a_stat = 1; 3135 lost_a_stat = 1;
2797 } 3136 }
2798 } 3137 }
2799 } 3138 }
2800 } 3139 }
2801 /* If no stat lost, tell the player. */ 3140 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3141 if (!lost_a_stat)
2803 { 3142 {
2804 /* determine_god() seems to not work sometimes... why is this? 3143 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3144 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3145 const char *god = determine_god (op);
3146
2807 if (god && (strcmp(god, "none"))) 3147 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3148 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" 3149 else
2810 " you.", god); 3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3151 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3152#else
2813 " feel a holy presence protecting you."); 3153 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 3154#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 3155
2819 /* Put a gravestone up where the character 'almost' died. List the 3156 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3157 * exp loss on the stone.
2821 */ 3158 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3159 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3160 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3161 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3162 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3163 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3164 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" 3165 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; 3166 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3167 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3168
2836 /**************************************/ 3169 /**************************************/
2837 /* */ 3170 /* */
2838 /* Subtract the experience points, */ 3171 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3172 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3173 /* food, and reset HP's... */
2841 /* */ 3174 /* */
2842 /**************************************/ 3175 /**************************************/
2843 3176
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3177 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3178 /* restore player */
2846 at = find_archetype("poisoning"); 3179 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3180 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3181 if (tmp)
3182 {
2849 remove_ob(tmp); 3183 remove_ob (tmp);
2850 free_object(tmp); 3184 free_object (tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3186 }
2853 3187
2854 at = find_archetype("confusion"); 3188 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3189 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3190 if (tmp)
3191 {
2857 remove_ob(tmp); 3192 remove_ob (tmp);
2858 free_object(tmp); 3193 free_object (tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3195 }
3196
2861 cure_disease(op,0); /* remove any disease */ 3197 cure_disease (op, 0); /* remove any disease */
2862 3198
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3199 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3200 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3201 if (op->stats.food < 100)
3202 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3203 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3206
2870 /* 3207 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3208 * 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 3209 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3210 * in the map.
2874 */ 3211 */
2875 3212
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3213 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3214 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3215
2884 /****************************************/ 3216 /****************************************/
2885 /* */ 3217 /* */
2886 /* Move player to his current respawn- */ 3218 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3219 /* position (usually last savebed) */
2888 /* */ 3220 /* */
2889 /****************************************/ 3221 /****************************************/
2890 3222
2891 enter_player_savebed(op); 3223 enter_player_savebed (op);
2892 3224
2893 /* Save the player before inserting the force to reduce 3225 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3226 * chance of abuse.
2895 */ 3227 */
2896 op->contr->braced=0; 3228 op->contr->braced = 0;
2897 save_player(op,1); 3229 save_player (op, 1);
2898 3230
2899 /* it is possible that the player has blown something up 3231 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3232 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3233 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3234 * on the space that might harm the player.
2903 */ 3235 */
2904 will_kill_again=0; 3236 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3238 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3239 will_kill_again |= tmp->attacktype;
2908 } 3240
2909 if (will_kill_again) { 3241 if (will_kill_again)
3242 {
2910 object *force; 3243 object *force;
2911 int at; 3244 int at;
2912 3245
2913 force=get_archetype(FORCE_NAME); 3246 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3247 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3248 force->speed = 0.1;
2916 force->speed_left=-5.0; 3249 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3250 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3251 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3252 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3253 force->resist[at] = 100;
2921 } 3254
2922 insert_ob_in_ob(force, op); 3255 insert_ob_in_ob (force, op);
2923 fix_player(op); 3256 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3257
3258 }
3259
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3261 return;
2935 } /* NOT_PERMADETH */ 3262 } /* NOT_PERMADETH */
2936 else { 3263 else
3264 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3266 * should probably be embedded in an else statement.
2939 */ 3267 */
2940 3268
2941 op->contr->party=NULL; 3269 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3270 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3271 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3273 check_score (op);
3274
2946 if(op->contr->ranges[range_golem]!=NULL) { 3275 if (op->contr->ranges[range_golem])
3276 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3277 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3278 remove_ob (op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]); 3279 free_object (op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3280 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3281 }
2952 } 3282
2953 loot_object(op); /* Remove some of the items for good */ 3283 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3284 remove_ob (op);
2955 op->direction=0; 3285 op->direction = 0;
2956 3286
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
2958 delete_character(op->name,0); 3289 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3290 if (settings.resurrection == TRUE)
3291 {
2960 /* save playerfile sans equipment when player dies 3292 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3293 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3294 ** type spells will work on them nicely
2963 */ 3295 */
2964 delete_character(op->name,0); 3296 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3297 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3298 op->stats.food = 999;
2967 3299
2968 /* set the location of where the person will reappear when */ 3300 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3301 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3303 if (op->map != NULL)
2972 op->map = NULL; 3304 op->map = NULL;
2973 op->x = settings.emergency_x; 3305 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3306 op->y = settings.emergency_y;
2975 save_player(op,0); 3307 save_player (op, 0);
2976 op->map = map; 3308 op->map = map;
2977 /* please see resurrection.c: peterm */ 3309 /* please see resurrection.c: peterm */
2978 dead_player(op); 3310 dead_player (op);
2979 } else { 3311 }
3312 else
2980 delete_character(op->name,1); 3313 delete_character (op->name, 1);
2981 } 3314 }
2982 } 3315
2983 play_again(op); 3316 play_again (op);
2984 3317
2985 /* peterm: added to create a corpse at deathsite. */ 3318 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3320 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3321 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3322 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3323 tmp->x = x;
2992 if (tmp->msg) 3324 tmp->y = y;
2993 free_string(tmp->msg); 3325 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3326 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3327 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3328 }
2998} 3329}
2999 3330
3000 3331
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3332void
3333loot_object (object *op)
3334{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3335 object *tmp, *tmp2, *next;
3003 3336
3004 if (op->container) { /* close open sack first */ 3337 if (op->container)
3338 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3339 esrv_apply_container (op, op->container);
3006 } 3340 }
3007 3341
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3342 for (tmp = op->inv; tmp != NULL; tmp = next)
3343 {
3009 next=tmp->below; 3344 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3345 if (tmp->type == EXPERIENCE || tmp->invisible)
3346 continue;
3011 remove_ob(tmp); 3347 remove_ob (tmp);
3012 tmp->x=op->x,tmp->y=op->y; 3348 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3349 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3350 { /* empty container to ground */
3015 } 3351 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3352 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 {
3018 if(tmp->nrof>1) { 3355 if (tmp->nrof > 1)
3356 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3358 free_object (tmp2);
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3359 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 }
3361 else
3362 free_object (tmp);
3363 }
3022 } else 3364 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3365 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3366 }
3027} 3367}
3028 3368
3029/* 3369/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3370 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3371 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3372 * was changed.
3033 */ 3373 */
3034 3374
3375void
3035void fix_weight(void) { 3376fix_weight (void)
3377{
3036 player *pl; 3378 player *pl;
3379
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383
3039 if(old == sum) 3384 if (old == sum)
3040 continue; 3385 continue;
3041 fix_player(pl->ob); 3386 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3388 }
3045} 3389}
3046 3390
3391void
3047void fix_luck(void) { 3392fix_luck (void)
3393{
3048 player *pl; 3394 player *pl;
3395
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3396 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3397 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3398 change_luck (pl->ob, 0);
3052} 3399}
3053 3400
3054 3401
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3402/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3403 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3404 * just treat this as any other spell casting object.
3058 */ 3405 */
3059 3406
3060void 3407void
3061cast_dust (object * op, object * throw_ob, int dir) 3408cast_dust (object *op, object *throw_ob, int dir)
3062{ 3409{
3063 object *skop, *spob; 3410 object *skop, *spob;
3064 3411
3065 skop = find_skill_by_name (op, throw_ob->skill); 3412 skop = find_skill_by_name (op, throw_ob->skill);
3066 3413
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3414 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3415 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3416 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3417 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3418 return;
3073 } 3419 }
3074 3420
3075 spob = throw_ob->inv; 3421 spob = throw_ob->inv;
3076 3422
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3423 // 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 3424 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3425 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3426 if (!spob)
3081 { 3427 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3428 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; 3429 return;
3085 } 3430 }
3086 3431
3087 if (op->type == PLAYER) 3432 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3434
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3435 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3436
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3093 remove_ob (throw_ob); 3438 remove_ob (throw_ob);
3094 free_object (throw_ob); 3439 free_object (throw_ob);
3095} 3440}
3096 3441
3442void
3097void make_visible (object *op) { 3443make_visible (object *op)
3444{
3098 op->hide = 0; 3445 op->hide = 0;
3099 op->invisible = 0; 3446 op->invisible = 0;
3100 if(op->type==PLAYER) { 3447 if (op->type == PLAYER)
3448 {
3101 op->contr->tmp_invis = 0; 3449 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3450 op->contr->invis_race = 0;
3103 } 3451 }
3104 update_object(op,UP_OBJ_FACE); 3452 update_object (op, UP_OBJ_FACE);
3105} 3453}
3106 3454
3455int
3107int is_true_undead(object *op) { 3456is_true_undead (object *op)
3457{
3108 object *tmp=NULL; 3458 object *tmp = NULL;
3109 3459
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1;
3111 3462
3112 if(op->type==PLAYER) 3463 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3116 return 0; 3468 return 0;
3117} 3469}
3118 3470
3119/* look at the surrounding terrain to determine 3471/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3472 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3473 * indicate greater hideability.
3122 */ 3474 */
3123 3475
3476int
3124int hideability(object *ob) { 3477hideability (object *ob)
3478{
3125 int i,level=0, mflag; 3479 int i, level = 0, mflag;
3126 sint16 x,y; 3480 sint16 x, y;
3127 3481
3128 if(!ob||!ob->map) return 0; 3482 if (!ob || !ob->map)
3483 return 0;
3129 3484
3130 /* so, on normal lighted maps, its hard to hide */ 3485 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3486 level = ob->map->darkness - 2;
3132 3487
3133 /* this also picks up whether the object is glowing. 3488 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3489 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3490 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3491 if (has_carried_lights (ob))
3492 level = -(10 + (2 * ob->map->darkness));
3137 3493
3138 /* scan through all nearby squares for terrain to hide in */ 3494 /* 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]) { 3495 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3496 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3497 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3498 if (mflag & P_OUT_OF_MAP)
3499 {
3500 continue;
3501 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3502 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3503 level += 2;
3144 else /* open terrain! */ 3504 else /* open terrain! */
3145 level -= 1; 3505 level -= 1;
3146 } 3506 }
3147 3507
3148#if 0 3508#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3509 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3510#endif
3151 return level; 3511 return level;
3152} 3512}
3153 3513
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3514/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3515 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3516 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3517 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3518 */
3159 3519
3520void
3160void do_hidden_move (object *op) { 3521do_hidden_move (object *op)
3522{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3524 object *skop;
3163 3525
3164 if(!op || !op->map) return; 3526 if (!op || !op->map)
3527 return;
3165 3528
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3530
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3531 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3532 if (op->type == PLAYER && op->contr->run_on)
3533 {
3170 if(!skop || num >= skop->level) { 3534 if (!skop || num >= skop->level)
3535 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3537 make_visible (op);
3173 return; 3538 return;
3174 } else num += 20; 3539 }
3540 else
3541 num += 20;
3175 } 3542 }
3176 num += op->map->difficulty; 3543 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3544 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3545 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 {
3180 make_visible(op); 3548 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3549 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3551 }
3184 else if (op->type == PLAYER && skop) { 3552 else if (op->type == PLAYER && skop)
3553 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3555 }
3187} 3556}
3188 3557
3189/* determine if who is standing near a hostile creature. */ 3558/* determine if who is standing near a hostile creature. */
3190 3559
3560int
3191int stand_near_hostile( object *who ) { 3561stand_near_hostile (object *who)
3562{
3192 object *tmp=NULL; 3563 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3564 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3565 maptile *m;
3195 sint16 x,y; 3566 sint16 x, y;
3196 3567
3197 if(!who) return 0; 3568 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; 3569 return 0;
3570
3571 if (who->type == PLAYER)
3572 player = 1;
3573
3574 else
3575 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3576
3577 /* search adjacent squares */
3578 for (i = 1; i < 9; i++)
3579 {
3580 x = who->x + freearr_x[i];
3581 y = who->y + freearr_y[i];
3582 m = who->map;
3583 mflags = get_map_flags (m, &m, x, y, &x, &y);
3584 /* space must be blocked if there is a monster. If not
3585 * blocked, don't need to check this space.
3586 */
3587 if (mflags & P_OUT_OF_MAP)
3588 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue;
3591
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3593 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1;
3596 else if (tmp->type == PLAYER)
3597 {
3598 /*don't let a hidden DM prevent you from hiding */
3599 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3600 return 1;
3601 }
3602 }
3603 }
3604 return 0;
3227} 3605}
3228 3606
3229/* check the player los field for viewability of the 3607/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3608 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3609 * 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. 3616 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3617 * -b.t.
3240 * This function is now map tiling safe. 3618 * This function is now map tiling safe.
3241 */ 3619 */
3242 3620
3621int
3243int player_can_view (object *pl,object *op) { 3622player_can_view (object *pl, object *op)
3623{
3244 rv_vector rv; 3624 rv_vector rv;
3245 int dx,dy; 3625 int dx, dy;
3246 3626
3247 if(pl->type!=PLAYER) { 3627 if (pl->type != PLAYER)
3628 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3629 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; 3630 return -1;
3274 op = op->more;
3275 } 3631 }
3632 if (!pl || !op)
3276 return 0; 3633 return 0;
3634
3635 if (op->head)
3636 {
3637 op = op->head;
3638 }
3639 get_rangevector (pl, op, &rv, 0x1);
3640
3641 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any
3643 * part that is in the los array but isnt on
3644 * a blocked los square.
3645 * we use the archetype to figure out offsets.
3646 */
3647 while (op)
3648 {
3649 dx = rv.distance_x + op->arch->clone.x;
3650 dy = rv.distance_y + op->arch->clone.y;
3651
3652 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values.
3655 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3659 return 1;
3660 op = op->more;
3661 }
3662 return 0;
3277} 3663}
3278 3664
3279/* routine for both players and monsters. We call this when 3665/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3666 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3667 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3668 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3669 * return 0.
3284 */ 3670 */
3671int
3285int action_makes_visible (object *op) { 3672action_makes_visible (object *op)
3673{
3286 3674
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3678 return 0;
3290 3679
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3680 if (op->contr && op->contr->tmp_invis == 0)
3681 return 0;
3292 3682
3293 /* If monsters, they should become visible */ 3683 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3684 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3685 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3686 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3687 return 1;
3297 } 3688 }
3298 } 3689 }
3299 return 0; 3690 return 0;
3300} 3691}
3301 3692
3302/* op_on_battleground - checks if the given object op (usually 3693/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3694 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3695 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3696 * -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 3697 * 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 3698 * 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 3699 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3700 */
3701int
3310int op_on_battleground (object *op, int *x, int *y) { 3702op_on_battleground (object *op, int *x, int *y)
3703{
3311 object *tmp; 3704 object *tmp;
3312 3705
3313 /* A battleground-tile needs the following attributes to be valid: 3706 /* 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), 3707 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3709 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3710 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3711 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3713 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3717 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3718 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3719 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3720 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3721 {
3326 object *invtmp; 3722 object *invtmp;
3723
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3724 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3725 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3727 {
3728 if (x != NULL && y != NULL)
3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3730 return 1;
3731 }
3732 }
3733 }
3330 if (x != NULL && y != NULL) 3734 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3736 return 1;
3333 } 3737 }
3334 } 3738 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3739 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3740 /* If we got here, did not find a battleground */
3343 return 0; 3741 return 0;
3344} 3742}
3345 3743
3346/* 3744/*
3350 * attributes: 3748 * attributes:
3351 * object *who the dragon player 3749 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3750 * int atnr the attack-number of the ability focus
3353 * int level ability level 3751 * int level ability level
3354 */ 3752 */
3753void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3754dragon_ability_gain (object *who, int atnr, int level)
3755{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3756 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3757 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3758 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3759 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3760 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3761 int i = 0, j = 0;
3362 3762
3363 /* get the appropriate treasurelist */ 3763 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3764 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3765 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3766 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3767 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3768 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3769 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3770 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3771 trlist = find_treasurelist ("dragon_ability_poison");
3372 3772
3373 if (trlist == NULL || who->type != PLAYER) 3773 if (trlist == NULL || who->type != PLAYER)
3374 return; 3774 return;
3375 3775
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3777
3378
3379 if (tr == NULL || tr->item == NULL) { 3778 if (tr == NULL || tr->item == NULL)
3779 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3781 return;
3382 } 3782 }
3383 3783
3384 /* everything seems okay - now bring on the gift: */ 3784 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3785 item = &(tr->item->clone);
3386 3786
3387 if (item->type == SPELL) { 3787 if (item->type == SPELL)
3788 {
3388 if (check_spell_known (who, item->name)) 3789 if (check_spell_known (who, item->name))
3389 return; 3790 return;
3390 3791
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3792 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); 3793 do_learn_spell (who, item, 0);
3393 return; 3794 return;
3394 } 3795 }
3395 3796
3396 /* grant direct spell */ 3797 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3798 if (item->type == SPELLBOOK)
3799 {
3398 if (!item->inv) { 3800 if (!item->inv)
3801 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3802 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3803 return;
3402 } 3804 }
3403 if (check_spell_known (who, item->inv->name)) 3805 if (check_spell_known (who, item->inv->name))
3404 return; 3806 return;
3405 if (item->invisible) { 3807 if (item->invisible)
3808 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3809 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); 3810 do_learn_spell (who, item->inv, 0);
3408 return; 3811 return;
3409 } 3812 }
3410 } 3813 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3814 else if (item->type == SKILL_TOOL && item->invisible)
3815 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3816 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3817 {
3413 3818
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3819 /* 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 3820 * 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, 3821 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3822 * but not all of them, he gets nothing.
3418 */ 3823 */
3419 if (!(skop->attacktype & item->attacktype)) { 3824 if (!(skop->attacktype & item->attacktype))
3825 {
3420 /* Give new attacktype */ 3826 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3827 skop->attacktype |= item->attacktype;
3422 3828
3423 /* always add physical if there's none */ 3829 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3830 skop->attacktype |= AT_PHYSICAL;
3425 3831
3426 if (item->msg != NULL) 3832 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3833 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3834
3429 /* Give player new face */ 3835 /* Give player new face */
3430 if (item->animation_id) { 3836 if (item->animation_id)
3837 {
3431 who->face = skop->face; 3838 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3839 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3840 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3841 who->last_anim = 0;
3435 who->state = 0; 3842 who->state = 0;
3436 animate_object(who, who->direction); 3843 animate_object (who, who->direction);
3437 } 3844 }
3845 }
3846 }
3438 } 3847 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3848 else if (item->type == FORCE)
3849 {
3442 /* forces in the treasurelist can alter the player's stats */ 3850 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3851 object *skin;
3852
3444 /* first get the dragon skin force */ 3853 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3855 if (skin == NULL)
3447 if (skin == NULL) return; 3856 return;
3448 3857
3449 /* adding new spellpath attunements */ 3858 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3861 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3862
3453 /* print message */ 3863 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3864 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3865 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3866 {
3457 if (j) 3867 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3868 {
3459 else 3869 if (j)
3460 j = 1; 3870 strcat (buf, " and ");
3871 else
3872 j = 1;
3461 strcat(buf, spellpathnames[i]); 3873 strcat (buf, spellpathnames[i]);
3462 } 3874 }
3463 } 3875 }
3464 strcat(buf,"."); 3876 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3878 }
3467 3879
3468 /* evtl. adding flags: */ 3880 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3881 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3882 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3883 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3884 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3885 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3886 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3887
3476 /* print message if there is one */ 3888 /* print message if there is one */
3477 if (item->msg != NULL) 3889 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3890 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3891 }
3892 else
3479 } 3893 {
3480 else {
3481 /* generate misc. treasure */ 3894 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3895 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3896 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); 3897 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3898 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3899 esrv_send_item (who, tmp);
3487 } 3900 }
3488} 3901}
3489 3902
3490/** 3903/**
3491 * Unready an object for a player. This function does nothing if the object was 3904 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3905 * not readied.
3493 */ 3906 */
3907void
3494void player_unready_range_ob(player *pl, object *ob) { 3908player_unready_range_ob (player *pl, object *ob)
3909{
3495 rangetype i; 3910 rangetype i;
3496 3911
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913 {
3498 if (pl->ranges[i] == ob) { 3914 if (pl->ranges[i] == ob)
3915 {
3499 pl->ranges[i] = NULL; 3916 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3917 if (pl->shoottype == i)
3918 {
3501 pl->shoottype = range_none; 3919 pl->shoottype = range_none;
3502 } 3920 }
3503 } 3921 }
3504 } 3922 }
3505} 3923}

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