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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 1.33 by root, Tue Dec 12 21:39:57 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 op->destroy ();
650 continue;
651 }
652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
661 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 op->destroy ();
671 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
672 continue;
673 }
674
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
679 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683
684 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be
686 * merged properly.
687 */
688 if (need_identify (op))
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
695 {
696 op->destroy ();
697 continue;
698 }
699 else if (op->type == SKILL)
700 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0;
703 op->level = 1;
704 }
705 /* lock all 'normal items by default */
706 else
707 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */
709
710 /* Need to set up the skill pointers */
711 link_player_skills (pl);
712}
713
714void
715get_name (object *op)
716{
729 op->contr->write_buf[0]='\0'; 717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 793 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 795}
733 796
797void
734void get_party_password(object *op, partylist *party) { 798get_party_password (object *op, partylist *party)
799{
735 if (party == NULL) { 800 if (party == NULL)
801 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 803 return;
738 } 804 }
739 op->contr->write_buf[0]='\0'; 805 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 806 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 807 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 809}
744 810
745 811
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int
747int roll_stat(void) { 814roll_stat (void)
815{
748 int a[4],i,j,k; 816 int a[4], i, j, k;
749 817
750 for(i=0;i<4;i++) 818 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 819 a[i] = (int) RANDOM () % 6 + 1;
752 820
753 for(i=0,j=0,k=7;i<4;i++) 821 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 822 if (a[i] < k)
755 k=a[i],j=i; 823 k = a[i], j = i;
756 824
757 for(i=0,k=0;i<4;i++) { 825 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 826 {
827 if (i != j)
828 k += a[i];
829 }
761 return k; 830 return k;
762} 831}
763 832
833void
764void roll_stats(object *op) { 834roll_stats (object *op)
835{
765 int sum=0; 836 int sum = 0;
766 int i = 0, j = 0; 837 int i = 0, j = 0;
767 int statsort[7]; 838 int statsort[7];
768 839
840 do
769 do { 841 {
770 op->stats.Str=roll_stat(); 842 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 843 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 844 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 845 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 846 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 847 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 848 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 849 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+ 850 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 851 while (sum < 82 || sum > 116);
781 852
782 /* Sort the stats so that rerolling is easier... */ 853 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 854 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 855 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 856 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 857 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 858 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 859 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 860 statsort[6] = op->stats.Cha;
790 861
791 /* a quick and dirty bubblesort? */ 862 /* a quick and dirty bubblesort? */
863 do
792 do { 864 {
793 if (statsort[i] < statsort[i + 1]) { 865 if (statsort[i] < statsort[i + 1])
866 {
794 j = statsort[i]; 867 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 868 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 869 statsort[i + 1] = j;
797 i = 0; 870 i = 0;
798 } else { 871 }
799 i++; 872 else
800 } 873 {
874 i++;
875 }
876 }
801 } while (i < 6); 877 while (i < 6);
802 878
803 op->stats.Str = statsort[0]; 879 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 880 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 881 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 882 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 883 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 884 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 885 op->stats.Cha = statsort[6];
810 886
811 887
812 op->contr->orig_stats.Str=op->stats.Str; 888 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 889 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 890 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 891 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 892 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 893 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 894 op->contr->orig_stats.Cha = op->stats.Cha;
819 895
820 op->level=1; 896 op->level = 1;
821 op->stats.exp=0; 897 op->stats.exp = 0;
822 op->stats.ac=0; 898 op->stats.ac = 0;
823 899
824 op->contr->levhp[1] = 9; 900 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 901 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 902 op->contr->levgrace[1] = 3;
827 903
828 fix_player(op); 904 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 905 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 906 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 907 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 908 op->contr->orig_stats = op->stats;
833} 909}
834 910
911void
835void Roll_Again(object *op) 912Roll_Again (object *op)
836{ 913{
837 esrv_new_player(op->contr, 0); 914 esrv_new_player (op->contr, 0);
915 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)? "); 916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 917}
840 918
919void
841void Swap_Stat(object *op,int Swap_Second) 920Swap_Stat (object *op, int Swap_Second)
842{ 921{
843 signed char tmp; 922 signed char tmp;
844 char buf[MAX_BUF]; 923 char buf[MAX_BUF];
845 924
846 if ( op->contr->Swap_First == -1 ) { 925 if (op->contr->Swap_First == -1)
926 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 927 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,"); 928 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"); 929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 930 return;
851 } 931 }
852 932
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 934
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 935 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));
857 936
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 938
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 940 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 941 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 942 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 943 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 944 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 945 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 946 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 947 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 948 op->stats.ac = 0;
870 949
871 op->level=1; 950 op->level = 1;
872 op->stats.exp=0; 951 op->stats.exp = 0;
873 op->stats.ac=0; 952 op->stats.ac = 0;
874 953
875 op->contr->levhp[1] = 9; 954 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 955 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 956 op->contr->levgrace[1] = 3;
878 957
879 fix_player(op); 958 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 959 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 960 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 961 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 962 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 963 op->contr->Swap_First = -1;
885} 964}
886 965
887 966
888/* This code has been greatly reduced, because with set_attr_value 967/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 968 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 969 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 970 * 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 971 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 972 * the number's access that stat. The table does that translation.
894 */ 973 */
974int
895int key_roll_stat(object *op, char key) 975key_roll_stat (object *op, char key)
896{ 976{
897 int keynum = key -'0'; 977 int keynum = key - '0';
898 char buf[MAX_BUF]; 978 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 980
901 if (keynum>0 && keynum<=7) { 981 if (keynum > 0 && keynum <= 7)
982 {
902 if (op->contr->Swap_First==-1) { 983 if (op->contr->Swap_First == -1)
984 {
903 op->contr->Swap_First=stat_trans[keynum]; 985 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 987 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 988 }
907 else 989 else
908 Swap_Stat(op,stat_trans[keynum]); 990 Swap_Stat (op, stat_trans[keynum]);
909 991
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 993 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 } 994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
921 1006
922#if 0 1007#if 0
923 /* So that enter_exit will put us at startx/starty */ 1008 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 1009 op->x = -1;
925 1010
926 enter_exit(op,NULL); 1011 enter_exit (op, NULL);
927#endif 1012#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1013 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1014 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1015 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"); 1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1018 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1019 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1021 return 0;
936 } 1022 }
937 case 'y': 1023 case 'y':
938 case 'Y': 1024 case 'Y':
939 roll_stats(op); 1025 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1027 return 1;
942 1028
943 case 'q': 1029 case 'q':
944 case 'Q': 1030 case 'Q':
945 play_again(op); 1031 play_again (op);
946 return 1; 1032 return 1;
947 1033
948 default: 1034 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1036 return 0;
951 } 1037 }
952 return 0; 1038 return 0;
953} 1039}
954 1040
955/* This function takes the key that is passed, and does the 1041/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1042 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1043 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1044 * separate race and class; this actually changes the RACE,
959 * not the class. 1045 * not the class.
960 */ 1046 */
961 1047
1048int
962int key_change_class(object *op, char key) 1049key_change_class (object *op, char key)
963{ 1050{
964 int tmp_loop; 1051 int tmp_loop;
965 1052
966 if(key=='q'||key=='Q') { 1053 if (key == 'q' || key == 'Q')
1054 {
967 remove_ob(op); 1055 op->remove ();
968 play_again(op); 1056 play_again (op);
969 return 0; 1057 return 0;
970 } 1058 }
971 if(key=='d'||key=='D') { 1059 if (key == 'd' || key == 'D')
1060 {
972 char buf[MAX_BUF]; 1061 char buf[MAX_BUF];
973 1062
974 /* this must before then initial items are given */ 1063 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1064 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
977 1066
978 INVOKE_PLAYER (BIRTH, op->contr); 1067 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1068 INVOKE_PLAYER (LOGIN, op->contr);
980 1069
981 op->contr->state=ST_PLAYING; 1070 op->contr->state = ST_PLAYING;
982 1071
983 if (op->msg) { 1072 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1073 op->msg = NULL;
986 }
987 1074
988 /* We create this now because some of the unique maps will need it 1075 /* We create this now because some of the unique maps will need it
989 * to save here. 1076 * to save here.
990 */ 1077 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1079 make_path_to_file (buf);
993 1080
994#ifdef AUTOSAVE 1081#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1082 op->contr->last_save_tick = pticks;
996#endif 1083#endif
997 start_info(op); 1084 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1085 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1086 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1087 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1088 esrv_send_inventory (op, op);
1002 fix_player(op); 1089 fix_player (op);
1003 1090
1004 /* This moves the player to a different start map, if there 1091 /* This moves the player to a different start map, if there
1005 * is one for this race 1092 * is one for this race
1006 */ 1093 */
1007 if(*first_map_ext_path) { 1094 if (*first_map_ext_path)
1095 {
1008 object *tmp; 1096 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1097 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1098
1012 first_map_ext_path, op->arch->name); 1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1100 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1101 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1102 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1103 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1105 * if the map isn't there, then stay on the
1019 * default initial map */ 1106 * default initial map */
1020 free_object(tmp); 1107 tmp->destroy ();
1108 }
1021 } else { 1109 else
1110 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1111 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1112 }
1024 return 0; 1113 return 0;
1025 } 1114 }
1026 1115
1027 /* Following actually changes the race - this is the default command 1116 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1117 * if we don't match with one of the options above.
1029 */ 1118 */
1030 1119
1031 tmp_loop = 0; 1120 tmp_loop = 0;
1032 while(!tmp_loop) { 1121 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1122 {
1123 shstr name = op->name;
1034 int x = op->x, y = op->y; 1124 int x = op->x, y = op->y;
1125
1035 remove_statbonus(op); 1126 remove_statbonus (op);
1036 remove_ob (op); 1127 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1128 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1129 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1130 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1131 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1132 op->name = op->name_pl = name;
1042 op->name = name; 1133 op->x = x;
1043 free_string(op->name_pl); 1134 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 */ 1135 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1136 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1137 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1138 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1139 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1140 }
1141
1056 update_object(op,UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1143 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1144 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1145 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1146 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1147 op->stats.grace = 0;
1148
1062 if (op->msg) 1149 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1152 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; 1153 return 0;
1066} 1154}
1067 1155
1156int
1068int key_confirm_quit(object *op, char key) 1157key_confirm_quit (object *op, char key)
1069{ 1158{
1070 char buf[MAX_BUF]; 1159 char buf[MAX_BUF];
1071 1160
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1073 op->contr->state=ST_PLAYING; 1163 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1165 return 1;
1076 } 1166 }
1077 1167
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1168 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1169 INVOKE_PLAYER (QUIT, op->contr);
1080 1170
1081 terminate_all_pets(op); 1171 terminate_all_pets (op);
1082 leave_map(op); 1172 leave_map (op);
1083 op->direction=0; 1173 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1175
1087 strcpy(op->contr->killer,"quit"); 1176 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1177 check_score (op);
1089 op->contr->party=NULL; 1178 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1179 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1180 op->contr->own_title[0] = '\0';
1092 1181
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1183 {
1184 maptile *mp, *next;
1095 1185
1096 /* We need to hunt for any per player unique maps in memory and 1186 /* 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, 1187 * 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 1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1189 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1102 next = mp->next; 1193 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1194 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1195 delete_map (mp);
1105 } 1196 }
1106 1197
1107 delete_character(op->name, 1); 1198 delete_character (op->name, 1);
1108 } 1199 }
1200
1109 play_again(op); 1201 play_again (op);
1110 return 1; 1202 return 1;
1111} 1203}
1112 1204
1205void
1113void flee_player(object *op) { 1206flee_player (object *op)
1207{
1114 int dir,diff; 1208 int dir, diff;
1115 rv_vector rv; 1209 rv_vector rv;
1116 1210
1117 if(op->stats.hp < 0) { 1211 if (op->stats.hp < 0)
1212 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1213 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1214 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1215 return;
1121 } 1216 }
1122 1217
1123 if(op->enemy==NULL) { 1218 if (op->enemy == NULL)
1219 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1220 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1221 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1222 return;
1127 } 1223 }
1128 1224
1129 /* Seen some crashes here. Since we don't store an 1225 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1226 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1227 * actual enemy, and the object is recycled.
1132 */ 1228 */
1133 if (op->enemy->map == NULL) { 1229 if (op->enemy->map == NULL)
1230 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1231 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1232 op->enemy = NULL;
1136 return; 1233 return;
1137 } 1234 }
1138 1235
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1236 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237 {
1140 op->enemy=NULL; 1238 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1239 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1240 return;
1143 } 1241 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1242 get_rangevector (op, op->enemy, &rv, 0);
1145 1243
1146 dir=absdir(4+rv.direction); 1244 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1245 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 } 1246 {
1247 int m = 1 - (RANDOM () & 2);
1248
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return;
1252 }
1253 }
1154 /* Cornered, get rid of scared */ 1254 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1255 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1256 op->enemy = NULL;
1157} 1257}
1158 1258
1159 1259
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1260/* 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 1261 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1262 * stop.
1163 */ 1263 */
1264int
1164int check_pick(object *op) { 1265check_pick (object *op)
1266{
1165 object *tmp, *next; 1267 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1268 int stop = 0;
1168 int j, k, wvratio; 1269 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1270 char putstring[128], tmpstr[16];
1170 1271
1171
1172 /* if you're flying, you cna't pick up anything */ 1272 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1273 if (op->move_type & MOVE_FLYING)
1174 return 1; 1274 return 1;
1175 1275
1176 op_tag = op->count;
1177
1178 next = op->below; 1276 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1277
1182 /* loop while there are items on the floor that are not marked as 1278 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1279 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1280 while (next && !next->destroyed ())
1185 { 1281 {
1186 tmp = next; 1282 tmp = next;
1187 next = tmp->below; 1283 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1284
1191 if (was_destroyed (op, op_tag)) 1285 if (op->destroyed ())
1192 return 0; 1286 return 0;
1193 1287
1194 if ( ! can_pick (op, tmp)) 1288 if (!can_pick (op, tmp))
1195 continue; 1289 continue;
1196 1290
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1292 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1293 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1294 pick_up (op, tmp);
1201 continue; 1295 continue;
1202 } 1296 }
1203 1297
1204 /* high not bit set? We're using the old autopickup model */ 1298 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1299 if (!(op->contr->mode & PU_NEWMODE))
1300 {
1206 switch (op->contr->mode) { 1301 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1302 {
1208 case 1: pick_up (op, tmp); 1303 case 0:
1209 return 1; 1304 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1305 case 1:
1211 return 0; 1306 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1307 return 1;
1213 case 4: pick_up (op, tmp); 1308 case 2:
1214 break; 1309 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1310 return 0;
1216 stop = 1; 1311 case 3:
1217 break; 1312 return 0; /* stop before pickup */
1218 case 6: 1313 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1314 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1315 break;
1221 pick_up(op, tmp); 1316 case 5:
1222 break; 1317 pick_up (op, tmp);
1318 stop = 1;
1319 break;
1320 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 pick_up (op, tmp);
1323 break;
1223 1324
1224 case 7: 1325 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1326 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1327 pick_up (op, tmp);
1227 break; 1328 break;
1228 1329
1229 default: 1330 default:
1230 /* use value density */ 1331 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1334 pick_up (op, tmp);
1234 >= op->contr->mode) 1335 }
1235 pick_up(op,tmp); 1336 }
1236 } 1337 else
1237 } 1338 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1339 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1340 if (op->contr->mode & PU_DEBUG)
1241 { 1341 {
1242 /* some debugging code to figure out item information */ 1342 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1343 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1345 &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)))); 1346 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1348 &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); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1350
1253 sprintf(putstring,"...flags: "); 1351 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1352 for (k = 0; k < 4; k++)
1255 { 1353 {
1256 for(j=0;j<32;j++) 1354 for (j = 0; j < 32; j++)
1257 { 1355 {
1258 if((tmp->flags[k]>>j)&0x01) 1356 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1357 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1358 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1359 strcat (putstring, tmpstr);
1262 } 1360 }
1263 } 1361 }
1264 } 1362 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1364
1267#if 0 1365#if 0
1268 /* print the flags too */ 1366 /* print the flags too */
1269 for(k=0;k<4;k++) 1367 for (k = 0; k < 4; k++)
1270 { 1368 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1370 for (j = 0; j < 32; j++)
1273 { 1371 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1373 if (!((j + 1) % 4))
1276 } 1374 fprintf (stderr, " ");
1375 }
1277 fprintf(stderr," [%d]\n", k*32); 1376 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1377 }
1279#endif 1378#endif
1280 } 1379 }
1281 /* philosophy: 1380 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1381 * 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 1382 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1383 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1384 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1385 * example.
1287 * The drawback: right now it has no frontend, so you need to 1386 * 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 1387 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1388 * convert to decimal and then 'pickup <#>
1290 */ 1389 */
1291 1390
1292 /* the first two modes are exclusive: if NOTHING we return, if 1391 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1392 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1393 * meaning if any test passes, the item gets picked up. */
1295 1394
1296 /* if mode is set to pick nothing up, return */ 1395 /* if mode is set to pick nothing up, return */
1297 1396
1298 if(op->contr->mode & PU_NOTHING) return 1; 1397 if (op->contr->mode & PU_NOTHING)
1398 return 1;
1299 1399
1300 /* if mode is set to stop when encountering objects, return */ 1400 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1401 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1402 * anything up */
1303 1403
1304 if(op->contr->mode & PU_STOP) return 0; 1404 if (op->contr->mode & PU_STOP)
1405 return 0;
1305 1406
1306 /* useful for going into stores and not losing your settings... */ 1407 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1408 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1409 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1410 if (op->contr->mode & PU_INHIBIT)
1411 return 1;
1310 1412
1311 /* prevent us from turning into auto-thieves :) */ 1413 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1414 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415 continue;
1313 1416
1314 /* ignore known cursed objects */ 1417 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1418 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1419 continue;
1316 1420
1317 /* all food and drink if desired */ 1421 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1422 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1423 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1424 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1322 if(op->contr->mode & PU_DRINK) 1430 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1431 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; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1325 1436
1326 if(op->contr->mode & PU_POTION) 1437 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1438 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1329 1443
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1444 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1445 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1446 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1334 if(op->contr->mode & PU_SKILLSCROLL) 1452 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1453 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1454 {
1455 pick_up (op, tmp);
1456 continue;
1457 }
1458
1337 if(op->contr->mode & PU_READABLES) 1459 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1460 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 continue;
1464 }
1340 1465
1341 /* wands/staves/rods/horns */ 1466 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1467 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1345 1473
1346 /* pick up all magical items */ 1474 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1475 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1476 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; } 1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1350 1481
1351 if(op->contr->mode & PU_VALUABLES) 1482 if (op->contr->mode & PU_VALUABLES)
1352 { 1483 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1484 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1485 {
1355 } 1486 pick_up (op, tmp);
1487 continue;
1488 }
1489 }
1356 1490
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1491 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1492 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1493 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1494 {
1495 pick_up (op, tmp);
1496 continue;
1497 }
1361 1498
1499 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH)
1502 {
1503 pick_up (op, tmp);
1504 continue;
1505 }
1506
1362 /* bows and arrows. Bows are good for selling! */ 1507 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1508 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1509 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1366 if(op->contr->mode & PU_ARROW) 1515 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1516 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1369 1521
1370 /* all kinds of armor etc. */ 1522 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1523 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1524 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1374 if(op->contr->mode & PU_HELMET) 1530 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1531 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1377 if(op->contr->mode & PU_SHIELD) 1537 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1538 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1380 if(op->contr->mode & PU_BOOTS) 1544 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1545 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1383 if(op->contr->mode & PU_GLOVES) 1551 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1552 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1553 {
1554 pick_up (op, tmp);
1555 continue;
1556 }
1557
1386 if(op->contr->mode & PU_CLOAK) 1558 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1559 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1560 {
1561 pick_up (op, tmp);
1562 continue;
1563 }
1389 1564
1390 /* hoping to catch throwing daggers here */ 1565 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1566 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1394 1572
1395 /* careful: chairs and tables are weapons! */ 1573 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1574 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1575 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1576 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1577 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1580 {
1403 } 1581 pick_up (op, tmp);
1582 continue;
1583 }
1584 }
1585
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1586 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1587 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1589 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1590 pick_up (op, tmp);
1409 } 1591 continue;
1410 } 1592 }
1593 }
1594 }
1411 1595
1412 /* misc stuff that's useful */ 1596 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1597 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1599 {
1600 pick_up (op, tmp);
1601 continue;
1602 }
1416 1603
1417 /* any of the last 4 bits set means we use the ratio for value 1604 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1605 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1606 if (op->contr->mode & PU_RATIO)
1420 { 1607 {
1421 /* use value density to decide what else to grab */ 1608 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1609 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1610 /* >=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 */ 1611 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1612 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1614 {
1428 pick_up(op, tmp); 1615 pick_up (op, tmp);
1429#if 0 1616#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1617 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1618 if (tmp->name != NULL)
1619 {
1432 fprintf(stderr,"%s", tmp->name); 1620 fprintf (stderr, "%s", tmp->name);
1433 } 1621 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1622 else
1623 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1624 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1625 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1626#endif
1438 continue; 1627 continue;
1439 } 1628 }
1629 }
1630 } /* the new pickup model */
1440 } 1631 }
1441 } /* the new pickup model */ 1632
1442 }
1443 return ! stop; 1633 return !stop;
1444} 1634}
1445 1635
1446/* 1636/*
1447 * Find an arrow in the inventory and after that 1637 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1638 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1639 * found object is returned.
1450 */ 1640 */
1641object *
1451object *find_arrow(object *op, const char *type) 1642find_arrow (object *op, const char *type)
1452{ 1643{
1453 object *tmp = NULL; 1644 object *tmp = NULL;
1454 1645
1455 for(op=op->inv; op; op=op->below) 1646 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1647 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); 1648 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1649 else if (op->type == ARROW && op->race == type)
1460 return op; 1650 return op;
1461 return tmp; 1651 return tmp;
1462} 1652}
1463 1653
1464/* 1654/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1655 * 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 1656 * 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 1657 * 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. 1658 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1659 */
1470 1660
1661object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1662find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1663{
1473 object *tmp = NULL, *arrow, *ntmp; 1664 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1665 int attacknum, attacktype, betterby = 0, i;
1475 1666
1476 if (!type) 1667 if (!type)
1477 return NULL; 1668 return NULL;
1478 1669
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1670 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1671 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1672 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1673 {
1674 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1675 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1676 if (i > betterby)
1485 tmp = ntmp; 1677 {
1486 betterby = i; 1678 tmp = ntmp;
1487 } 1679 betterby = i;
1680 }
1681 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1682 else if (arrow->type == ARROW && arrow->race == type)
1683 {
1489 /* allways prefer assasination/slaying */ 1684 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1686 {
1492 if (arrow->attacktype & AT_DEATH) { 1687 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1688 {
1494 return arrow; 1689 *better = 100;
1495 } else { 1690 return arrow;
1496 tmp = arrow; 1691 }
1692 else
1693 {
1694 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1695 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1696 }
1499 } else { 1697 }
1698 else
1699 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 {
1501 attacktype = 1<<attacknum; 1702 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1703 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) { 1704 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1705 {
1706 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1707 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1708 }
1507 } 1709 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1711 {
1712 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1713 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1714 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1715 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1716 {
1717 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1718 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1719 }
1720 }
1721 }
1516 } 1722 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1723 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1724 return find_arrow (op, type);
1521 1725
1522 *better = betterby; 1726 *better = betterby;
1523 return tmp; 1727 return tmp;
1524} 1728}
1525 1729
1526/* looks in a given direction, finds the first valid target, and calls 1730/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1731 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1732 * op = the shooter
1529 * type = bow->race 1733 * type = bow->race
1530 * dir = fire direction 1734 * dir = fire direction
1531 */ 1735 */
1532 1736
1737object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1738pick_arrow_target (object *op, const char *type, int dir)
1534{ 1739{
1535 object *tmp = NULL; 1740 object *tmp = NULL;
1536 mapstruct *m; 1741 maptile *m;
1537 int i, mflags, found, number; 1742 int i, mflags, found, number;
1538 sint16 x, y; 1743 sint16 x, y;
1539 1744
1540 if (op->map == NULL) 1745 if (op->map == NULL)
1541 return find_arrow(op, type); 1746 return find_arrow (op, type);
1542 1747
1543 /* do a dex check */ 1748 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1749 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))) 1750 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1751 return find_arrow (op, type);
1547 1752
1548 m = op->map; 1753 m = op->map;
1549 x = op->x; 1754 x = op->x;
1550 y = op->y; 1755 y = op->y;
1551 1756
1552 /* find the first target */ 1757 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1758 for (i = 0, found = 0; i < 20; i++)
1759 {
1554 x += freearr_x[dir]; 1760 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1761 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1762 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1763 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764 {
1558 tmp = NULL; 1765 tmp = NULL;
1559 break; 1766 break;
1767 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1768 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1769 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1770 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1771 * perhaps a bad assumption.
1563 */ 1772 */
1564 tmp = NULL; 1773 tmp = NULL;
1565 break; 1774 break;
1566 } 1775 }
1567 if (mflags & P_IS_ALIVE) { 1776 if (mflags & P_IS_ALIVE)
1777 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1778 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1779 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1780 {
1571 break; 1781 found++;
1572 } 1782 break;
1783 }
1573 if (found) 1784 if (found)
1574 break; 1785 break;
1575 } 1786 }
1576 } 1787 }
1577 if (tmp == NULL) 1788 if (tmp == NULL)
1578 return find_arrow(op, type); 1789 return find_arrow (op, type);
1579 1790
1580 if (tmp->head) 1791 if (tmp->head)
1581 tmp = tmp->head; 1792 tmp = tmp->head;
1582 1793
1583 return find_better_arrow(op, tmp, type, &i); 1794 return find_better_arrow (op, tmp, type, &i);
1584} 1795}
1585 1796
1586/* 1797/*
1587 * Creature fires a bow - op can be monster or player. Returns 1798 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1799 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1802 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1803 * 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 1804 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1805 * player fire modes.
1595 */ 1806 */
1807int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1809{
1599 object *left, *bow; 1810 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1811 int bowspeed, mflags;
1602 mapstruct *m; 1812 maptile *m;
1603 1813
1604 if (!dir) { 1814 if (!dir)
1815 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1817 return 0;
1607 } 1818 }
1608 if (op->type == PLAYER) 1819 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1820 bow = op->contr->ranges[range_bow];
1610 else { 1821 else
1822 {
1611 for(bow=op->inv; bow; bow=bow->below) 1823 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1824 /* 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. 1825 * don't need to switch back and forth between bows and weapons.
1614 */ 1826 */
1615 if(bow->type==BOW) 1827 if (bow->type == BOW)
1616 break; 1828 break;
1617 1829
1618 if (!bow) { 1830 if (!bow)
1831 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1833 return 0;
1621 } 1834 }
1622 } 1835 }
1623 if( !bow->race || !bow->skill) { 1836 if (!bow->race || !bow->skill)
1837 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1839 return 0;
1626 } 1840 }
1627 1841
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1843
1630 /* penalize ROF for bestarrow */ 1844 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1847 if (bowspeed < 1)
1634 bowspeed = 1; 1848 bowspeed = 1;
1635 1849
1636 if (arrow == NULL) { 1850 if (arrow == NULL)
1851 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1852 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 {
1638 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1855 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 */ 1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1857 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1858 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1859 return 0;
1645 } 1860 }
1646 } 1861 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1863 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1864 {
1865 return 0;
1866 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1870 return 0;
1654 } 1871 }
1655 1872
1656 /* this should not happen, but sometimes does */ 1873 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1874 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1875 {
1876 arrow->destroy ();
1877 return 0;
1878 }
1662 1879
1663 left = arrow; /* these are arrows left to the player */ 1880 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1881 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1882 if (arrow == NULL)
1883 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1885 return 0;
1669 return 0;
1670 } 1886 }
1671 set_owner(arrow, op); 1887 set_owner (arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1888 arrow->skill = bow->skill;
1674 1889
1675 arrow->direction=dir; 1890 arrow->direction = dir;
1676 arrow->x = sx; 1891 arrow->x = sx;
1677 arrow->y = sy; 1892 arrow->y = sy;
1678 1893
1679 if (op->type == PLAYER) { 1894 if (op->type == PLAYER)
1895 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1897 fix_player (op);
1682 } 1898 }
1683 1899
1684 SET_ANIMATION(arrow, arrow->direction); 1900 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1902 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1903 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1904 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1905 arrow->spellarg = strdup_local (arrow->slaying);
1690 1906
1691 /* Note that this was different for monsters - they got their level 1907 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1908 * added to the damage. I think the strength bonus is more proper.
1693 */ 1909 */
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 1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1699 /* update the speed */ 1913 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1915 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 1916
1705 if (arrow->speed < 1.0) 1917 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1918 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1919 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1920 arrow->speed_left = 0;
1709 1921
1710 if (op->type == PLAYER) { 1922 if (op->type == PLAYER)
1923 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1926 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 1927
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1929 }
1930 else
1931 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1932 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; 1933 arrow->level = op->level;
1722 } 1934 }
1935
1723 if (arrow->attacktype == AT_PHYSICAL) 1936 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1937 arrow->attacktype |= bow->attacktype;
1938
1725 if (bow->slaying != NULL) 1939 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1940 arrow->slaying = bow->slaying;
1727 1941
1728 arrow->map = m; 1942 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1943 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1945
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1946 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); 1947 insert_ob_in_map (arrow, m, op, 0);
1735 1948
1736 if (!was_destroyed(arrow, tag)) 1949 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1950 move_arrow (arrow);
1738 1951
1739 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1953 {
1954 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1955 esrv_del_item (op->contr, left->count);
1742 else 1956 else
1743 esrv_send_item(op, left); 1957 esrv_send_item (op, left);
1744 } 1958 }
1959
1745 return 1; 1960 return 1;
1746} 1961}
1747 1962
1748/* Special fire code for players - this takes into 1963/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1964 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1965 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1966 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1967 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1968 * hence the function name.
1754 */ 1969 */
1970int
1755int player_fire_bow(object *op, int dir) 1971player_fire_bow (object *op, int dir)
1756{ 1972{
1757 int ret=0, wcmod=0; 1973 int ret = 0, wcmod = 0;
1758 1974
1759 if (op->contr->bowtype == bow_bestarrow) { 1975 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1976 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1977 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); 1978 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1982 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1984 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1985 else if (op->contr->bowtype == bow_threewide)
1986 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1987 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)]); 1988 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)]); 1989 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1990 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1991 else if (op->contr->bowtype == bow_spreadshot)
1992 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1994 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); 1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1996
1777 } else { 1997 }
1998 else
1999 {
1778 /* Simple case */ 2000 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 2002 }
1781 return ret; 2003 return ret;
1782} 2004}
1783 2005
1784 2006
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 2007/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2008 * Broken apart from 'fire' to keep it more readable.
1787 */ 2009 */
2010void
1788void fire_misc_object(object *op, int dir) 2011fire_misc_object (object *op, int dir)
1789{ 2012{
1790 object *item; 2013 object *item;
1791 2014
1792 if (!op->contr->ranges[range_misc]) { 2015 if (!op->contr->ranges[range_misc])
2016 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2018 return;
1795 } 2019 }
1796 2020
1797 item = op->contr->ranges[range_misc]; 2021 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2022 if (!item->inv)
2023 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2024 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2025 return;
1801 } 2026 }
1802 if (item->type == WAND) { 2027 if (item->type == WAND)
2028 {
1803 if(item->stats.food<=0) { 2029 if (item->stats.food <= 0)
2030 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2031 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)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2033 return;
1807 } 2034 }
2035 }
1808 } else if (item->type == ROD || item->type==HORN) { 2036 else if (item->type == ROD || item->type == HORN)
2037 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2039 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2041 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2042 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)); 2043 else
1814 else 2044 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; 2045 return;
1818 } 2046 }
1819 } 2047 }
1820 2048
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2049 if (cast_spell (op, item, dir, item->inv, NULL))
2050 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2051 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2052 if (item->type == WAND)
2053 {
1824 if (!(--item->stats.food)) { 2054 if (!(--item->stats.food))
1825 object *tmp; 2055 {
1826 if (item->arch) { 2056 object *tmp;
2057
2058 if (item->arch)
2059 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2060 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2061 item->face = item->arch->clone.face;
1829 item->speed = 0; 2062 item->speed = 0;
1830 update_ob_speed(item); 2063 update_ob_speed (item);
1831 } 2064 }
1832 if ((tmp=is_player_inv(item))) 2065 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2066 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2067 }
1835 } 2068 }
1836 else if (item->type == ROD || item->type==HORN) { 2069 else if (item->type == ROD || item->type == HORN)
2070 {
1837 drain_rod_charge(item); 2071 drain_rod_charge (item);
1838 } 2072 }
1839 } 2073 }
1840} 2074}
1841 2075
1842/* Received a fire command for the player - go and do it. 2076/* Received a fire command for the player - go and do it.
1843 */ 2077 */
2078void
1844void fire(object *op,int dir) { 2079fire (object *op, int dir)
2080{
1845 int spellcost=0; 2081 int spellcost = 0;
1846 2082
1847 /* check for loss of invisiblity/hide */ 2083 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2084 if (action_makes_visible (op))
2085 make_visible (op);
1849 2086
1850 switch(op->contr->shoottype) { 2087 switch (op->contr->shoottype)
2088 {
1851 case range_none: 2089 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; 2090 return;
1888 default: 2091
2092 case range_bow:
2093 player_fire_bow (op, dir);
2094 return;
2095
2096 case range_magic: /* Casting spells */
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2098 return;
2099
2100 case range_misc:
2101 fire_misc_object (op, dir);
2102 return;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2128 return;
1891 } 2129 }
1892} 2130}
1893 2131
1894 2132
1895 2133
1902 * inv is the objects inventory to searched 2140 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2141 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2142 * This function can be called recursively to search containers.
1905 */ 2143 */
1906 2144
2145object *
1907object * find_key(object *pl, object *container, object *door) 2146find_key (object *pl, object *container, object *door)
1908{ 2147{
1909 object *tmp,*key; 2148 object *tmp, *key;
1910 2149
1911 /* Should not happen, but sanity checking is never bad */ 2150 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2151 if (container->inv == NULL)
2152 return NULL;
1913 2153
1914 /* First, lets try to find a key in the top level inventory */ 2154 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2156 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2157 if (door->type == DOOR && tmp->type == KEY)
2158 break;
1917 /* For sanity, we should really check door type, but other stuff 2159 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2160 * (like containers) can be locked with special keys
1919 */ 2161 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2163 break;
1922 } 2164 }
1923 /* No key found - lets search inventories now */ 2165 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2166 /* 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 2167 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2168 * a key, return
1927 */ 2169 */
1928 if (!tmp) { 2170 if (!tmp)
2171 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2173 {
1930 /* No reason to search empty containers */ 2174 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2175 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2176 {
2177 if ((key = find_key (pl, tmp, door)) != NULL)
2178 return key;
2179 }
2180 }
2181 if (!tmp)
2182 return NULL;
1933 } 2183 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2184 /* 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 2185 * see if we actually want to use it
1939 */ 2186 */
1940 if (pl!=container) { 2187 if (pl != container)
2188 {
1941 /* Only let players use keys in containers */ 2189 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2190 if (!pl->contr)
2191 return NULL;
1943 /* cases where this fails: 2192 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2193 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2194 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2195 * If the container is not active, return now since only active
1947 * containers can be used. 2196 * containers can be used.
1948 * If we only search keyrings and the container does not have 2197 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2198 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2199 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2200 * inv must have been an container and must have been active.
1952 * 2201 *
1953 * Change the color so that the message doesn't disappear with 2202 * Change the color so that the message doesn't disappear with
1954 * all the others. 2203 * all the others.
1955 */ 2204 */
1956 if (pl->contr->usekeys == key_inventory || 2205 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2206 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2207 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2208 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2210 "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; 2211 return NULL;
1965 } 2212 }
1966 } 2213 }
1967 return tmp; 2214 return tmp;
1968} 2215}
1969 2216
1970/* moved door processing out of move_player_attack. 2217/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2218 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2219 * such that the caller should not do anything more,
1973 * 0 otherwise 2220 * 0 otherwise
1974 */ 2221 */
2222static int
1975static int player_attack_door(object *op, object *door) 2223player_attack_door (object *op, object *door)
1976{ 2224{
1977 2225
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2226 /* 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 - 2227 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2228 * otherwise, we fall through to the rest of the code.
1981 */ 2229 */
1982 object *key=find_key(op, op, door); 2230 object *key = find_key (op, op, door);
1983 2231
1984 /* IF we found a key, do some extra work */ 2232 /* IF we found a key, do some extra work */
1985 if (key) { 2233 if (key)
2234 {
1986 object *container=key->env; 2235 object *container = key->env;
1987 2236
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2238 if (action_makes_visible (op))
2239 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2242 if (door->type == DOOR)
2243 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2245 }
1994 else if(door->type==LOCKED_DOOR) { 2246 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2247 {
1996 "You open the door with the %s", query_short_name(key)); 2248 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 ;-) */ 2249 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2250 }
1999 /* Do this after we print the message */ 2251 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2252 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2253 /* Need to update the weight the container the key was in */
2002 if (container != op) 2254 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2255 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2256 return 1; /* Nothing more to do below */
2257 }
2005 } else if (door->type==LOCKED_DOOR) { 2258 else if (door->type == LOCKED_DOOR)
2259 {
2006 /* Might as well return now - no other way to open this */ 2260 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2262 return 1;
2009 } 2263 }
2010 return 0; 2264 return 0;
2011} 2265}
2012 2266
2013/* This function is just part of a breakup from move_player. 2267/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2268 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2269 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2270 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2271 * going to try and move (not fire weapons).
2018 */ 2272 */
2019 2273
2274void
2020void move_player_attack(object *op, int dir) 2275move_player_attack (object *op, int dir)
2021{ 2276{
2022 object *tmp, *mon, *tpl; 2277 object *tmp, *mon;
2023 sint16 nx, ny; 2278 sint16 nx, ny;
2024 int on_battleground; 2279 int on_battleground;
2025 mapstruct *m; 2280 maptile *m;
2026 2281
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2282 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2283 ny = freearr_y[dir] + op->y;
2031 2284
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2285 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2286
2034 /* If braced, or can't move to the square, and it is not out of the 2287 /* 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 2288 * 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 2289 * 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 2290 * 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 2291 * 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 2292 * 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 2293 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2294 * move_ob uses.
2042 */ 2295 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2300 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2301 if (!m)
2047 } 2302 return; /* Don't think this should happen */
2048 else m =tpl->map; 2303 }
2049 2304 else
2305 m = op->map;
2306
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2310 return;
2053 } 2311 }
2054 2312
2055 mon = NULL; 2313 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2314 /* 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. 2315 * 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 2316 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2317 * on the space
2060 */ 2318 */
2061 while (tmp!=NULL) { 2319 while (tmp != NULL)
2320 {
2062 if (tmp == op) { 2321 if (tmp == op)
2063 tmp=tmp->above; 2322 {
2064 continue; 2323 tmp = tmp->above;
2065 } 2324 continue;
2325 }
2326
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2328 {
2068 break; 2329 mon = tmp;
2069 } 2330 break;
2331 }
2332
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2334 mon = tmp;
2335
2072 tmp=tmp->above; 2336 tmp = tmp->above;
2073 } 2337 }
2074 2338
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2339 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2340 return; /* into a wall */
2077 2341
2078 if(mon->head != NULL) 2342 if (mon->head != NULL)
2079 mon = mon->head; 2343 mon = mon->head;
2080 2344
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2346 if (player_attack_door (op, mon))
2347 return;
2083 2348
2084 /* The following deals with possibly attacking peaceful 2349 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2350 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2351 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2352 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2353 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2354 * and thus will not push them.
2090 */ 2355 */
2091 2356
2092 /* If the creature is a pet, push it even if the player is not 2357 /* 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 2358 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2359 * player owns it and it is either friendly or unagressive.
2095 */ 2360 */
2096 if ((op->type==PLAYER) 2361 if ((op->type == PLAYER)
2097#if COZY_SERVER 2362#if COZY_SERVER
2098 && 2363 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr 2364 ((get_owner (mon) && get_owner (mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2366#else
2105 && get_owner(mon)==op 2367 && get_owner (mon) == op
2106#endif 2368#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2370 {
2109 /* If we're braced, we don't want to switch places with it */ 2371 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2372 if (op->contr->braced)
2373 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2375 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2376 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op);
2114 return; 2378 return;
2115 } 2379 }
2116 2380
2117 /* in certain circumstances, you shouldn't attack friendly 2381 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2382 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2383 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2384 * attack them either.
2121 */ 2385 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2386 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2388#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2389 (op->contr->peaceful
2390 || (mon->type == PLAYER
2391 && mon->contr->
2392 peaceful)) &&
2127#else 2393#else
2128 op->contr->peaceful && 2394 op->contr->peaceful &&
2129#endif 2395#endif
2130 !on_battleground 2396 !on_battleground))
2397 {
2398 if (!op->contr->braced)
2131 )) { 2399 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2401 (void) push_ob (mon, dir, op);
2135 } else { 2402 }
2403 else
2404 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2405 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2406 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2407 if (op->contr->tmp_invis || op->hide)
2139 } 2408 make_visible (op);
2409 }
2140 2410
2141 /* If the object is a boulder or other rollable object, then 2411 /* 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. 2412 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2413 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2415 {
2145 recursive_roll(mon,dir,op); 2416 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2417 if (action_makes_visible (op))
2147 } 2418 make_visible (op);
2419 }
2148 2420
2149 /* Any generic living creature. Including things like doors. 2421 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2422 * 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: 2423 * 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 2424 * 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. 2425 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2426 */
2155 2427
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2430 {
2159 2431
2160 /* If the player hasn't hit something this tick, and does 2432 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2433 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2434 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2435 * incurred a 1 tick offset.
2164 */ 2436 */
2165 if (!op->contr->has_hit) { 2437 if (!op->contr->has_hit)
2438 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2439 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2440
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2442 }
2170 2443
2171 skill_attack(mon, op, 0, NULL, NULL); 2444 skill_attack (mon, op, 0, NULL, NULL);
2172 2445
2173 /* If attacking another player, that player gets automatic 2446 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2447 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2448 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2449 * the wiz.
2177 */ 2450 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2451 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)) { 2452 {
2180 short luck = mon->stats.luck; 2453 short luck = mon->stats.luck;
2454
2181 mon->contr->has_hit = 1; 2455 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2456 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2457 mon->stats.luck = luck;
2184 } 2458 }
2185 if(action_makes_visible(op)) make_visible(op); 2459 if (action_makes_visible (op))
2186 } 2460 make_visible (op);
2461 }
2187 } /* if player should attack something */ 2462 } /* if player should attack something */
2188} 2463}
2189 2464
2465int
2190int move_player(object *op,int dir) { 2466move_player (object *op, int dir)
2467{
2191 int pick; 2468 int pick;
2192 object *transport = op->contr->transport;
2193 2469
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2470 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; 2471 return 0;
2472
2473 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9))
2475 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0;
2478 }
2479
2480 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483
2484 op->facing = dir;
2485
2486 if (op->hide)
2487 do_hidden_move (op);
2488
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ;
2491 else if (op->contr->fire_on)
2492 fire (op, dir);
2493 else
2494 {
2495 move_player_attack (op, dir);
2496 pick = check_pick (op);
2497 }
2498
2499 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing.
2501 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir;
2505 }
2506 else
2507 {
2508 op->direction = 0;
2509 }
2510 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities
2512 * for players.
2513 */
2514 animate_object (op, op->facing);
2515 return 0;
2256} 2516}
2257 2517
2258/* This is similar to handle_player, below, but is only used by the 2518/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2519 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2520 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2521 * the new speed values for commands.
2262 * 2522 *
2263 * Returns true if there are more actions we can do. 2523 * Returns true if there are more actions we can do.
2264 */ 2524 */
2525int
2265int handle_newcs_player(object *op) 2526handle_newcs_player (object *op)
2266{ 2527{
2267 if (op->contr->hidden) { 2528 if (op->contr->hidden)
2529 {
2268 op->invisible = 1000; 2530 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2531 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2532 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2533 * alternate it here for it to work correctly.
2272 */ 2534 */
2273 if (pticks & 2) op->invisible--; 2535 if (pticks & 2)
2536 op->invisible--;
2274 } 2537 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2276 op->invisible--; 2540 op->invisible--;
2277 if(!op->invisible) { 2541 if (!op->invisible)
2542 {
2278 make_visible(op); 2543 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2545 }
2281 } 2546 }
2282 2547
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2548 if (QUERY_FLAG (op, FLAG_SCARED))
2549 {
2284 flee_player(op); 2550 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2551 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2287 op->speed_left--; 2554 op->speed_left--;
2288 return 0; 2555 return 0;
2289 } 2556 }
2290 } 2557 }
2291 2558
2292 /* I've been seeing crashes where the golem has been destroyed, but 2559 /* 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 2560 * 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 2561 * 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. 2562 * put this in a a workaround to clean up the golem pointer.
2296 */ 2563 */
2297 if (op->contr->ranges[range_golem] && 2564 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; 2565 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2566
2304 /* call this here - we also will call this in do_ericserver, but 2567 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2568 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2569 * called, so we recheck it here.
2307 */ 2570 */
2308 HandleClient(&op->contr->socket, op->contr); 2571 HandleClient (&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2572 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; 2573 return 0;
2324}
2325 2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction);
2585 if (op->speed_left > 0)
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0;
2591}
2592
2593int
2326int save_life(object *op) { 2594save_life (object *op)
2595{
2327 object *tmp; 2596 object *tmp;
2328 2597
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2598 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; 2599 return 0;
2600
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609
2610 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612
2613 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp;
2615
2616 if (op->stats.food < 0)
2617 op->stats.food = 999;
2618
2619 fix_player (op);
2620 return 1;
2621 }
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */
2625 return 0;
2354} 2626}
2355 2627
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2628/* 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 2629 * 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 2630 * function will descend into containers. op is the object to start the search
2359 * from. 2631 * from.
2360 */ 2632 */
2633void
2361void remove_unpaid_objects(object *op, object *env) 2634remove_unpaid_objects (object *op, object *env)
2362{ 2635{
2363 object *next; 2636 object *next;
2364 2637
2365 while (op) { 2638 while (op)
2639 {
2366 next=op->below; /* Make sure we have a good value, in case 2640 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2641 * we remove object 'op'
2368 */ 2642 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2644 {
2645 op->remove ();
2371 op->x = env->x; 2646 op->x = env->x;
2372 op->y = env->y; 2647 op->y = env->y;
2373 if (env->type == PLAYER) 2648 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2649 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2650 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2651 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2652 else if (op->inv)
2378 op=next; 2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2379 } 2655 }
2380} 2656}
2381 2657
2382 2658
2383/* 2659/*
2385 * Moved from apply.c to player.c - player.c is what 2661 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2662 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2663 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2664 * but there isn't one in the server directory.
2389 */ 2665 */
2666char *
2390char *gravestone_text (object *op) 2667gravestone_text (object *op)
2391{ 2668{
2392 static char buf2[MAX_BUF]; 2669 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2670 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2671 time_t now = time (NULL);
2395 2672
2396 strcpy (buf2, " R.I.P.\n\n"); 2673 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2674 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2676 else
2400 sprintf (buf, "%s\n", op->name); 2677 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2678 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2679 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2680 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2681 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2682 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2685 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2686 if (op->type == PLAYER)
2687 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2688 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2689 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2690 strcat (buf2, buf);
2413 } 2691 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2693 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2694 strcat (buf2, buf);
2417 return buf2; 2695 return buf2;
2418} 2696}
2419 2697
2420 2698
2421 2699
2700void
2422void do_some_living(object *op) { 2701do_some_living (object *op)
2702{
2423 int last_food=op->stats.food; 2703 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2704 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2705 int over_hp, over_sp, over_grace;
2426 int i; 2706 int i;
2427 int rate_hp = 1200; 2707 int rate_hp = 1200;
2428 int rate_sp = 2500; 2708 int rate_sp = 2500;
2429 int rate_grace = 2000; 2709 int rate_grace = 2000;
2430 const int max_hp = 1; 2710 const int max_hp = 1;
2431 const int max_sp = 1; 2711 const int max_sp = 1;
2432 const int max_grace = 1; 2712 const int max_grace = 1;
2433 2713
2434 if (op->contr->outputs_sync) { 2714 if (op->contr->outputs_sync)
2715 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2717 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]); 2718 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2719 }
2440 2720
2441 if(op->contr->state==ST_PLAYING) { 2721 if (op->contr->state == ST_PLAYING)
2722 {
2442 2723
2443 /* these next three if clauses make it possible to SLOW DOWN 2724 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2725 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2726 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2728 else
2729 {
2448 gen_hp = op->stats.maxhp; 2730 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2732 }
2451 if(op->contr->gen_sp >= 0 ) 2733 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2735 else
2736 {
2454 gen_sp = op->stats.maxsp; 2737 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2739 }
2457 if(op->contr->gen_grace >= 0) 2740 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2742 else
2743 {
2460 gen_grace = op->stats.maxgrace; 2744 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2746 }
2463 2747
2464 /* Regenerate Spell Points */ 2748 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2751 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) { 2752 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2753 {
2754 op->stats.sp++;
2469 /* dms do not consume food */ 2755 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2757 {
2758 op->stats.food--;
2472 if(op->contr->digestion<0) 2759 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2760 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2761 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; 2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2477 } 2789 }
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 2790
2498 /* Regenerate Grace */ 2791 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2793 if (--op->last_grace < 0)
2794 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2795 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2796 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2797 if (max_grace > 1)
2798 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2800 if (over_grace > 0)
2506 op->stats.sp += over_grace 2801 {
2802 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; 2803 + (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; 2804 op->last_grace = 0;
2509 } else { 2805 }
2806 else
2807 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2809 }
2512 } else { 2810 }
2811 else
2812 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2813 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2814 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2815 /* wearing stuff doesn't detract from grace generation. */
2516 } 2816 }
2517 2817
2518 /* Regenerate Hit Points */ 2818 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2819 if (--op->last_heal < 0)
2820 {
2520 if(op->stats.hp<op->stats.maxhp) { 2821 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2822 {
2823 op->stats.hp++;
2522 /* dms do not consume food */ 2824 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2825 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2826 {
2827 op->stats.food--;
2525 if(op->contr->digestion<0) 2828 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2829 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2830 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; 2831 op->stats.food = last_food;
2832 }
2833 }
2834 if (max_hp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 {
2839 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2840 op->last_heal = 0;
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2846 }
2847 else
2848 {
2849 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 }
2530 } 2851 }
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 2852
2546 /* Digestion */ 2853 /* Digestion */
2547 if(--op->last_eat<0) { 2854 if (--op->last_eat < 0)
2855 {
2548#ifdef COZY_SERVER 2856#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2859#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2860 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 2861#endif
2556 2862
2557 if(op->contr->gen_hp > 0) 2863 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2865 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2867 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2868 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2869 op->stats.food--;
2870 }
2564 } 2871 }
2565 2872
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2874 {
2567 object *tmp, *flesh=NULL; 2875 object *tmp, *flesh = NULL;
2568 2876
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2878 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2884 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2885 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2886 break;
2576 } 2887 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2888 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2889 flesh = tmp;
2579 } /* end of for loop */ 2890 } /* End if paid for object */
2891 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2892 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2893 * eat flesh instead.
2582 */ 2894 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2898 manual_apply (op, flesh, 0);
2586 } 2899 }
2587 } /* end if player is starving */ 2900 } /* end if player is starving */
2588 2901
2589 while(op->stats.food<0&&op->stats.hp>0) 2902 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2903 op->stats.food++, op->stats.hp--;
2591 2904
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2906 kill_player (op);
2594} 2907}
2595 2908
2596 2909
2597 2910
2598/* If the player should die (lack of hp, food, etc), we call this. 2911/* 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 2912 * 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 2913 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2914 * file.
2602 */ 2915 */
2916void
2603void kill_player(object *op) 2917kill_player (object *op)
2604{ 2918{
2605 char buf[MAX_BUF]; 2919 char buf[MAX_BUF];
2606 int x,y,i; 2920 int x, y;
2921
2922 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2923 maptile *map; /* this is for resurrection */
2924
2608 int z; 2925 /* int z;
2609 int num_stats_lose; 2926 int num_stats_lose;
2610 int lost_a_stat; 2927 int lost_a_stat;
2611 int lose_this_stat; 2928 int lose_this_stat;
2612 int this_stat; 2929 int this_stat; */
2613 int will_kill_again; 2930 int will_kill_again;
2614 archetype *at; 2931 archetype *at;
2615 object *tmp; 2932 object *tmp;
2616 2933
2617 if(save_life(op)) 2934 if (save_life (op))
2618 return; 2935 return;
2619 2936
2620 2937
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2938 /* 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. 2939 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2940 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2941 */
2625 if (op_on_battleground(op, &x, &y)) { 2942 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 {
2627 "You have been defeated in combat!"); 2944 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, 2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2946
2630
2631 /* restore player */ 2947 /* restore player */
2632 at = find_archetype("poisoning"); 2948 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2949 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2950 if (tmp)
2635 remove_ob(tmp); 2951 {
2636 free_object(tmp); 2952 tmp->destroy ();
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)
2643 remove_ob(tmp); 2959 {
2644 free_object(tmp); 2960 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2962 }
2647 2963
2648 cure_disease(op,0); /* remove any disease */ 2964 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2965 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2966 if (op->stats.food <= 0)
2651 2967 op->stats.food = 999;
2968
2652 /* create a bodypart-trophy to make the winner happy */ 2969 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2970 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2971 if (tmp != NULL)
2655 { 2972 {
2656 sprintf(buf,"%s's finger",op->name); 2973 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2974 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2975 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2976 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2978 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2979 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2980 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2982 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2983 }
2984
2669 /* teleport defeated player to new destination*/ 2985 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2986 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2987 op->contr->braced = 0;
2672 return; 2988 return;
2673 } 2989 }
2674 2990
2675 INVOKE_PLAYER (DEATH, op->contr); 2991 INVOKE_PLAYER (DEATH, op->contr);
2676 2992
2677 command_kill_pets (op, 0); 2993 command_kill_pets (op, 0);
2678 2994
2679 if(op->stats.food<0) { 2995 if (op->stats.food < 0)
2996 {
2680 if (op->contr->explore) { 2997 if (op->contr->explore)
2998 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2999 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..."); 3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 3001 op->stats.food = 999;
2684 return; 3002 return;
2685 } 3003 }
2686 sprintf(buf,"%s starved to death.",op->name); 3004 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3005 strcpy (op->contr->killer, "starvation");
3006 }
3007 else
2688 } 3008 {
2689 else {
2690 if (op->contr->explore) { 3009 if (op->contr->explore)
3010 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3011 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..."); 3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3013 op->stats.hp = op->stats.maxhp;
2694 return; 3014 return;
2695 } 3015 }
2696 sprintf(buf,"%s died.",op->name); 3016 sprintf (buf, "%s died.", &op->name);
2697 } 3017 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3019
2700 /* save the map location for corpse, gravestone*/ 3020 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
2702 3024
2703 3025
2704 if (settings.not_permadeth == TRUE) { 3026 if (settings.not_permadeth == TRUE)
3027 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3028 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3029 * 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. 3030 * See the config.h file for a little more in depth detail about this.
2708 */ 3031 */
2709 3032
2710 /* Basically two ways to go - remove a stat permanently, or just 3033 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3034 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3035 * of death.
2713 */ 3036 */
2714#ifndef COZY_SERVER 3037#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3038 if (settings.balanced_stat_loss)
3039 {
2716 /* If stat loss is permanent, lose one stat only. */ 3040 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3041 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3042 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3043 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3044 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3045 little bit harder. */
2722 /* GD */ 3046 /* GD */
2723 if (settings.stat_loss_on_death) 3047 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3048 num_stats_lose = 1;
2725 else 3049 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3051 }
3052 else
3053 {
2728 num_stats_lose = 1; 3054 num_stats_lose = 1;
2729 } 3055 }
2730 lost_a_stat = 0; 3056 lost_a_stat = 0;
2731 3057
2732 for (z=0; z<num_stats_lose; z++) { 3058 for (z = 0; z < num_stats_lose; z++)
3059 {
2733 i = RANDOM() % NUM_STATS; 3060 i = RANDOM () % NUM_STATS;
2734 3061
2735 if (settings.stat_loss_on_death) { 3062 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 3063 {
2750 dep = present_arch_in_ob(deparch,op); 3064 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3065 * what he lost.
2752 dep = arch_to_object(deparch); 3066 */
2753 insert_ob_in_ob(dep, op); 3067 change_attr_value (&(op->stats), i, -1);
2754 } 3068 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3069 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3070 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3072 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 3073 }
2783 if (lose_this_stat) { 3074 else
3075 {
3076 /* deplete a stat */
3077 archetype *deparch = archetype::find ("depletion");
3078 object *dep;
3079
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 {
3083 dep = arch_to_object (deparch);
3084 insert_ob_in_ob (dep, op);
3085 }
3086 lose_this_stat = 1;
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0)
3093 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3122 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3123 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3124 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3125 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3126 * difference.
2790 */ 3127 */
2791 if (this_stat>=-50) { 3128 if (this_stat >= -50)
3129 {
2792 change_attr_value(&(dep->stats), i, -1); 3130 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3131 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3133 fix_player (op);
2796 lost_a_stat = 1; 3134 lost_a_stat = 1;
2797 } 3135 }
2798 } 3136 }
2799 } 3137 }
2800 } 3138 }
2801 /* If no stat lost, tell the player. */ 3139 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3140 if (!lost_a_stat)
2803 { 3141 {
2804 /* determine_god() seems to not work sometimes... why is this? 3142 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3143 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3144 const char *god = determine_god (op);
3145
2807 if (god && (strcmp(god, "none"))) 3146 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3147 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" 3148 else
2810 " you.", god); 3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3150 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3151#else
2813 " feel a holy presence protecting you."); 3152 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 3153#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 3154
2819 /* Put a gravestone up where the character 'almost' died. List the 3155 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3156 * exp loss on the stone.
2821 */ 3157 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3158 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3159 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3160 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3161 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3162 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3163 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" 3164 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; 3165 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3166 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3167
2836 /**************************************/ 3168 /**************************************/
2837 /* */ 3169 /* */
2838 /* Subtract the experience points, */ 3170 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3171 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3172 /* food, and reset HP's... */
2841 /* */ 3173 /* */
2842 /**************************************/ 3174 /**************************************/
2843 3175
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3176 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3177 /* restore player */
2846 at = find_archetype("poisoning"); 3178 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3179 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3180
2849 remove_ob(tmp); 3181 if (tmp)
2850 free_object(tmp); 3182 {
3183 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3185 }
2853 3186
2854 at = find_archetype("confusion"); 3187 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3188 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3189 if (tmp)
2857 remove_ob(tmp); 3190 {
2858 free_object(tmp); 3191 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3193 }
3194
2861 cure_disease(op,0); /* remove any disease */ 3195 cure_disease (op, 0); /* remove any disease */
2862 3196
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3197 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3198 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3199 if (op->stats.food < 100)
3200 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3201 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3204
2870 /* 3205 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3206 * 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 3207 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3208 * in the map.
2874 */ 3209 */
2875 3210
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3211 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3212 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3213
2884 /****************************************/ 3214 /****************************************/
2885 /* */ 3215 /* */
2886 /* Move player to his current respawn- */ 3216 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3217 /* position (usually last savebed) */
2888 /* */ 3218 /* */
2889 /****************************************/ 3219 /****************************************/
2890 3220
2891 enter_player_savebed(op); 3221 enter_player_savebed (op);
2892 3222
2893 /* Save the player before inserting the force to reduce 3223 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3224 * chance of abuse.
2895 */ 3225 */
2896 op->contr->braced=0; 3226 op->contr->braced = 0;
2897 save_player(op,1); 3227 save_player (op, 1);
2898 3228
2899 /* it is possible that the player has blown something up 3229 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3230 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3231 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3232 * on the space that might harm the player.
2903 */ 3233 */
2904 will_kill_again=0; 3234 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3236 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3237 will_kill_again |= tmp->attacktype;
2908 } 3238
2909 if (will_kill_again) { 3239 if (will_kill_again)
3240 {
2910 object *force; 3241 object *force;
2911 int at; 3242 int at;
2912 3243
2913 force=get_archetype(FORCE_NAME); 3244 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3245 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3246 force->speed = 0.1;
2916 force->speed_left=-5.0; 3247 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3248 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3249 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3250 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3251 force->resist[at] = 100;
2921 } 3252
2922 insert_ob_in_ob(force, op); 3253 insert_ob_in_ob (force, op);
2923 fix_player(op); 3254 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3255
3256 }
3257
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3259 return;
2935 } /* NOT_PERMADETH */ 3260 } /* NOT_PERMADETH */
2936 else { 3261 else
3262 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3264 * should probably be embedded in an else statement.
2939 */ 3265 */
2940 3266
2941 op->contr->party=NULL; 3267 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3268 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3269 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3271 check_score (op);
3272
2946 if(op->contr->ranges[range_golem]!=NULL) { 3273 if (op->contr->ranges[range_golem])
3274 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3275 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3276 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3277 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3278 }
2952 } 3279
2953 loot_object(op); /* Remove some of the items for good */ 3280 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3281 op->remove ();
2955 op->direction=0; 3282 op->direction = 0;
2956 3283
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
2958 delete_character(op->name,0); 3286 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3287 if (settings.resurrection == TRUE)
3288 {
2960 /* save playerfile sans equipment when player dies 3289 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3290 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3291 ** type spells will work on them nicely
2963 */ 3292 */
2964 delete_character(op->name,0); 3293 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3294 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3295 op->stats.food = 999;
2967 3296
2968 /* set the location of where the person will reappear when */ 3297 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3298 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3300 if (op->map != NULL)
2972 op->map = NULL; 3301 op->map = NULL;
2973 op->x = settings.emergency_x; 3302 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3303 op->y = settings.emergency_y;
2975 save_player(op,0); 3304 save_player (op, 0);
2976 op->map = map; 3305 op->map = map;
2977 /* please see resurrection.c: peterm */ 3306 /* please see resurrection.c: peterm */
2978 dead_player(op); 3307 dead_player (op);
2979 } else { 3308 }
3309 else
2980 delete_character(op->name,1); 3310 delete_character (op->name, 1);
2981 } 3311 }
2982 } 3312
2983 play_again(op); 3313 play_again (op);
2984 3314
2985 /* peterm: added to create a corpse at deathsite. */ 3315 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3317 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3318 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3319 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3320 tmp->x = x;
2992 if (tmp->msg) 3321 tmp->y = y;
2993 free_string(tmp->msg); 3322 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3323 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3324 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3325 }
2998} 3326}
2999 3327
3000 3328
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3329void
3330loot_object (object *op)
3331{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3332 object *tmp, *tmp2, *next;
3003 3333
3004 if (op->container) { /* close open sack first */ 3334 if (op->container)
3335 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3336 esrv_apply_container (op, op->container);
3006 } 3337 }
3007 3338
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3339 for (tmp = op->inv; tmp != NULL; tmp = next)
3340 {
3009 next=tmp->below; 3341 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3342 if (tmp->type == EXPERIENCE || tmp->invisible)
3011 remove_ob(tmp); 3343 continue;
3344 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3345 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3346 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3347 { /* empty container to ground */
3015 } 3348 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3349 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3351 {
3018 if(tmp->nrof>1) { 3352 if (tmp->nrof > 1)
3353 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3355 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3356 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 }
3358 else
3359 tmp->destroy ();
3360 }
3022 } else 3361 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3362 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3363 }
3027} 3364}
3028 3365
3029/* 3366/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3367 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3368 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3369 * was changed.
3033 */ 3370 */
3034 3371
3372void
3035void fix_weight(void) { 3373fix_weight (void)
3374{
3036 player *pl; 3375 player *pl;
3376
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380
3039 if(old == sum) 3381 if (old == sum)
3040 continue; 3382 continue;
3041 fix_player(pl->ob); 3383 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3385 }
3045} 3386}
3046 3387
3388void
3047void fix_luck(void) { 3389fix_luck (void)
3390{
3048 player *pl; 3391 player *pl;
3392
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3393 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3394 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3395 change_luck (pl->ob, 0);
3052} 3396}
3053 3397
3054 3398
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3399/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3400 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3401 * just treat this as any other spell casting object.
3058 */ 3402 */
3059 3403
3060void 3404void
3061cast_dust (object * op, object * throw_ob, int dir) 3405cast_dust (object *op, object *throw_ob, int dir)
3062{ 3406{
3063 object *skop, *spob; 3407 object *skop, *spob;
3064 3408
3065 skop = find_skill_by_name (op, throw_ob->skill); 3409 skop = find_skill_by_name (op, throw_ob->skill);
3066 3410
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3411 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3412 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3413 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3414 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3415 return;
3073 } 3416 }
3074 3417
3075 spob = throw_ob->inv; 3418 spob = throw_ob->inv;
3076 3419
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3420 // 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 3421 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3422 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3423 if (!spob)
3081 { 3424 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3425 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; 3426 return;
3085 } 3427 }
3086 3428
3087 if (op->type == PLAYER) 3429 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3430 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3431
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3432 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3433
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3434 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3435}
3096 3436
3437void
3097void make_visible (object *op) { 3438make_visible (object *op)
3439{
3098 op->hide = 0; 3440 op->hide = 0;
3099 op->invisible = 0; 3441 op->invisible = 0;
3100 if(op->type==PLAYER) { 3442 if (op->type == PLAYER)
3443 {
3101 op->contr->tmp_invis = 0; 3444 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3445 op->contr->invis_race = 0;
3103 } 3446 }
3104 update_object(op,UP_OBJ_FACE); 3447 update_object (op, UP_OBJ_FACE);
3105} 3448}
3106 3449
3450int
3107int is_true_undead(object *op) { 3451is_true_undead (object *op)
3452{
3108 object *tmp=NULL; 3453 object *tmp = NULL;
3109 3454
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1;
3111 3457
3112 if(op->type==PLAYER) 3458 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3116 return 0; 3463 return 0;
3117} 3464}
3118 3465
3119/* look at the surrounding terrain to determine 3466/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3467 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3468 * indicate greater hideability.
3122 */ 3469 */
3123 3470
3471int
3124int hideability(object *ob) { 3472hideability (object *ob)
3473{
3125 int i,level=0, mflag; 3474 int i, level = 0, mflag;
3126 sint16 x,y; 3475 sint16 x, y;
3127 3476
3128 if(!ob||!ob->map) return 0; 3477 if (!ob || !ob->map)
3478 return 0;
3129 3479
3130 /* so, on normal lighted maps, its hard to hide */ 3480 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3481 level = ob->map->darkness - 2;
3132 3482
3133 /* this also picks up whether the object is glowing. 3483 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3484 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3485 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3486 if (has_carried_lights (ob))
3487 level = -(10 + (2 * ob->map->darkness));
3137 3488
3138 /* scan through all nearby squares for terrain to hide in */ 3489 /* 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]) { 3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3493 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue;
3496 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3498 level += 2;
3144 else /* open terrain! */ 3499 else /* open terrain! */
3145 level -= 1; 3500 level -= 1;
3146 } 3501 }
3147 3502
3148#if 0 3503#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3504 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3505#endif
3151 return level; 3506 return level;
3152} 3507}
3153 3508
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3509/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3510 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3511 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3512 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3513 */
3159 3514
3515void
3160void do_hidden_move (object *op) { 3516do_hidden_move (object *op)
3517{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3519 object *skop;
3163 3520
3164 if(!op || !op->map) return; 3521 if (!op || !op->map)
3522 return;
3165 3523
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3525
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3526 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3527 if (op->type == PLAYER && op->contr->run_on)
3528 {
3170 if(!skop || num >= skop->level) { 3529 if (!skop || num >= skop->level)
3530 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3532 make_visible (op);
3173 return; 3533 return;
3174 } else num += 20; 3534 }
3535 else
3536 num += 20;
3175 } 3537 }
3176 num += op->map->difficulty; 3538 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3539 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3540 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 {
3180 make_visible(op); 3543 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3544 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3546 }
3184 else if (op->type == PLAYER && skop) { 3547 else if (op->type == PLAYER && skop)
3548 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3550 }
3187} 3551}
3188 3552
3189/* determine if who is standing near a hostile creature. */ 3553/* determine if who is standing near a hostile creature. */
3190 3554
3555int
3191int stand_near_hostile( object *who ) { 3556stand_near_hostile (object *who)
3557{
3192 object *tmp=NULL; 3558 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3559 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3560 maptile *m;
3195 sint16 x,y; 3561 sint16 x, y;
3196 3562
3197 if(!who) return 0; 3563 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; 3564 return 0;
3565
3566 if (who->type == PLAYER)
3567 player = 1;
3568
3569 else
3570 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3571
3572 /* search adjacent squares */
3573 for (i = 1; i < 9; i++)
3574 {
3575 x = who->x + freearr_x[i];
3576 y = who->y + freearr_y[i];
3577 m = who->map;
3578 mflags = get_map_flags (m, &m, x, y, &x, &y);
3579 /* space must be blocked if there is a monster. If not
3580 * blocked, don't need to check this space.
3581 */
3582 if (mflags & P_OUT_OF_MAP)
3583 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue;
3586
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3588 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1;
3591 else if (tmp->type == PLAYER)
3592 {
3593 /*don't let a hidden DM prevent you from hiding */
3594 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3595 return 1;
3596 }
3597 }
3598 }
3599 return 0;
3227} 3600}
3228 3601
3229/* check the player los field for viewability of the 3602/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3603 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3604 * 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. 3611 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3612 * -b.t.
3240 * This function is now map tiling safe. 3613 * This function is now map tiling safe.
3241 */ 3614 */
3242 3615
3616int
3243int player_can_view (object *pl,object *op) { 3617player_can_view (object *pl, object *op)
3618{
3244 rv_vector rv; 3619 rv_vector rv;
3245 int dx,dy; 3620 int dx, dy;
3246 3621
3247 if(pl->type!=PLAYER) { 3622 if (pl->type != PLAYER)
3623 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3624 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; 3625 return -1;
3274 op = op->more;
3275 } 3626 }
3627 if (!pl || !op)
3276 return 0; 3628 return 0;
3629
3630 if (op->head)
3631 {
3632 op = op->head;
3633 }
3634 get_rangevector (pl, op, &rv, 0x1);
3635
3636 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any
3638 * part that is in the los array but isnt on
3639 * a blocked los square.
3640 * we use the archetype to figure out offsets.
3641 */
3642 while (op)
3643 {
3644 dx = rv.distance_x + op->arch->clone.x;
3645 dy = rv.distance_y + op->arch->clone.y;
3646
3647 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values.
3650 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654 return 1;
3655 op = op->more;
3656 }
3657 return 0;
3277} 3658}
3278 3659
3279/* routine for both players and monsters. We call this when 3660/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3661 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3662 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3663 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3664 * return 0.
3284 */ 3665 */
3666int
3285int action_makes_visible (object *op) { 3667action_makes_visible (object *op)
3668{
3286 3669
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3673 return 0;
3290 3674
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3675 if (op->contr && op->contr->tmp_invis == 0)
3676 return 0;
3292 3677
3293 /* If monsters, they should become visible */ 3678 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3679 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3680 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3682 return 1;
3297 } 3683 }
3298 } 3684 }
3299 return 0; 3685 return 0;
3300} 3686}
3301 3687
3302/* op_on_battleground - checks if the given object op (usually 3688/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3689 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3690 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3691 * -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 3692 * 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 3693 * 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 3694 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3695 */
3696int
3310int op_on_battleground (object *op, int *x, int *y) { 3697op_on_battleground (object *op, int *x, int *y)
3698{
3311 object *tmp; 3699 object *tmp;
3312 3700
3313 /* A battleground-tile needs the following attributes to be valid: 3701 /* 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), 3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3704 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3705 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3706 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3708 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3712 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3713 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3714 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3715 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716 {
3326 object *invtmp; 3717 object *invtmp;
3718
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3720 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3722 {
3723 if (x != NULL && y != NULL)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3725 return 1;
3726 }
3727 }
3728 }
3330 if (x != NULL && y != NULL) 3729 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3731 return 1;
3333 } 3732 }
3334 } 3733 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3734 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3735 /* If we got here, did not find a battleground */
3343 return 0; 3736 return 0;
3344} 3737}
3345 3738
3346/* 3739/*
3350 * attributes: 3743 * attributes:
3351 * object *who the dragon player 3744 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3745 * int atnr the attack-number of the ability focus
3353 * int level ability level 3746 * int level ability level
3354 */ 3747 */
3748void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3749dragon_ability_gain (object *who, int atnr, int level)
3750{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3751 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3752 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3753 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3754 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3755 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3756 int i = 0, j = 0;
3362 3757
3363 /* get the appropriate treasurelist */ 3758 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3759 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3760 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3761 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3762 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3763 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3764 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3765 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3766 trlist = find_treasurelist ("dragon_ability_poison");
3372 3767
3373 if (trlist == NULL || who->type != PLAYER) 3768 if (trlist == NULL || who->type != PLAYER)
3374 return; 3769 return;
3375 3770
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3772
3378
3379 if (tr == NULL || tr->item == NULL) { 3773 if (tr == NULL || tr->item == NULL)
3774 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3776 return;
3382 } 3777 }
3383 3778
3384 /* everything seems okay - now bring on the gift: */ 3779 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3780 item = &(tr->item->clone);
3386 3781
3387 if (item->type == SPELL) { 3782 if (item->type == SPELL)
3783 {
3388 if (check_spell_known (who, item->name)) 3784 if (check_spell_known (who, item->name))
3389 return; 3785 return;
3390 3786
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3787 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); 3788 do_learn_spell (who, item, 0);
3393 return; 3789 return;
3394 } 3790 }
3395 3791
3396 /* grant direct spell */ 3792 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3793 if (item->type == SPELLBOOK)
3794 {
3398 if (!item->inv) { 3795 if (!item->inv)
3796 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3797 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3798 return;
3402 } 3799 }
3403 if (check_spell_known (who, item->inv->name)) 3800 if (check_spell_known (who, item->inv->name))
3404 return; 3801 return;
3405 if (item->invisible) { 3802 if (item->invisible)
3803 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3804 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); 3805 do_learn_spell (who, item->inv, 0);
3408 return; 3806 return;
3409 } 3807 }
3410 } 3808 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3809 else if (item->type == SKILL_TOOL && item->invisible)
3810 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3811 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3812 {
3413 3813
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3814 /* 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 3815 * 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, 3816 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3817 * but not all of them, he gets nothing.
3418 */ 3818 */
3419 if (!(skop->attacktype & item->attacktype)) { 3819 if (!(skop->attacktype & item->attacktype))
3820 {
3420 /* Give new attacktype */ 3821 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3822 skop->attacktype |= item->attacktype;
3422 3823
3423 /* always add physical if there's none */ 3824 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3825 skop->attacktype |= AT_PHYSICAL;
3425 3826
3426 if (item->msg != NULL) 3827 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3828 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3829
3429 /* Give player new face */ 3830 /* Give player new face */
3430 if (item->animation_id) { 3831 if (item->animation_id)
3832 {
3431 who->face = skop->face; 3833 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3834 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3835 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3836 who->last_anim = 0;
3435 who->state = 0; 3837 who->state = 0;
3436 animate_object(who, who->direction); 3838 animate_object (who, who->direction);
3437 } 3839 }
3840 }
3841 }
3438 } 3842 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3843 else if (item->type == FORCE)
3844 {
3442 /* forces in the treasurelist can alter the player's stats */ 3845 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3846 object *skin;
3847
3444 /* first get the dragon skin force */ 3848 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3850 if (skin == NULL)
3447 if (skin == NULL) return; 3851 return;
3448 3852
3449 /* adding new spellpath attunements */ 3853 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3856 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3857
3453 /* print message */ 3858 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3859 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3860 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3861 {
3457 if (j) 3862 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3863 {
3459 else 3864 if (j)
3460 j = 1; 3865 strcat (buf, " and ");
3866 else
3867 j = 1;
3461 strcat(buf, spellpathnames[i]); 3868 strcat (buf, spellpathnames[i]);
3462 } 3869 }
3463 } 3870 }
3464 strcat(buf,"."); 3871 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3872 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3873 }
3467 3874
3468 /* evtl. adding flags: */ 3875 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3876 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3877 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3878 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3879 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3880 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3881 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3882
3476 /* print message if there is one */ 3883 /* print message if there is one */
3477 if (item->msg != NULL) 3884 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3885 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3886 }
3887 else
3479 } 3888 {
3480 else {
3481 /* generate misc. treasure */ 3889 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3890 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3891 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); 3892 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3893 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3894 esrv_send_item (who, tmp);
3487 } 3895 }
3488} 3896}
3489 3897
3490/** 3898/**
3491 * Unready an object for a player. This function does nothing if the object was 3899 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3900 * not readied.
3493 */ 3901 */
3902void
3494void player_unready_range_ob(player *pl, object *ob) { 3903player_unready_range_ob (player *pl, object *ob)
3904{
3495 rangetype i; 3905 rangetype i;
3496 3906
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3498 if (pl->ranges[i] == ob) { 3909 if (pl->ranges[i] == ob)
3910 {
3499 pl->ranges[i] = NULL; 3911 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3912 if (pl->shoottype == i)
3913 {
3501 pl->shoottype = range_none; 3914 pl->shoottype = range_none;
3502 } 3915 }
3503 } 3916 }
3504 } 3917 }
3505} 3918}

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