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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 1.38 by root, Thu Dec 14 04:30:32 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__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
42 33
43#ifdef COZY_SERVER 34#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 35extern int same_party (partylist *a, partylist *b);
45#endif 36#endif
46 37
38player *
47player *find_player(const char *plname) 39find_player (const char *plname)
48{ 40{
49 player *pl; 41 player *pl;
42
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 44 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 46 return pl;
54 }; 47 };
55 return NULL; 48 return NULL;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 67 {
73 if ( found ) 68 if (found)
74 return NULL; 69 return NULL;
75 70
76 found = pl; 71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
77 } 171 }
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); 172 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 173 size += strlen (buf);
170 } 174 }
171 }
172 175 }
176
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 178 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); 179 close_and_delete (fp, comp);
179} 180}
180 181
182int
181int playername_ok(const char *cp) { 183playername_ok (const char *cp)
184{
182 /* Don't allow - or _ as first character in the name */ 185 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 186 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
188 return 1; 192 return 1;
189} 193}
190 194
191/* This no longer sets the player map. Also, it now updates 195/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 196 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 197 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 201 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 202 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 203 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 204 * the one that is passed.
201 */ 205 */
202static player* get_player(player *p) { 206static player *
207get_player (player *p)
208{
203 object *op=arch_to_object(get_player_archetype(NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
204 int i; 210 int i;
205 211
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
231 * for next and socket. 213 * for next and socket.
232 */ 214 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 215 p->clear ();
234 216
235 /* There are some elements we want initialized to non zero value - 217 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 218 * we deal with that below this point.
237 */ 219 */
238 p->party=NULL; 220 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 221 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 222 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 223 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 224 p->Swap_First = -1;
243 225
244#ifdef AUTOSAVE 226#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 227 p->last_save_tick = 9999999;
246#endif 228#endif
247 229
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 231
250 op->contr=p; /* this aren't yet in archetype */ 232 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 233 p->ob = op;
252 op->speed_left=0.5; 234 op->speed_left = 0.5;
253 op->speed=1.0; 235 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 237 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 240
259 roll_stats(op); 241 roll_stats (op);
260 p->state=ST_ROLL_STAT; 242 p->state = ST_ROLL_STAT;
261 clear_los(op); 243 clear_los (op);
262 244
263 p->gen_sp_armour=10; 245 p->gen_sp_armour = 10;
264 p->last_speed= -1; 246 p->last_speed = -1;
265 p->shoottype=range_none; 247 p->shoottype = range_none;
266 p->bowtype=bow_normal; 248 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 249 p->petmode = pet_normal;
268 p->listening=10; 250 p->listening = 10;
269 p->usekeys=containers; 251 p->usekeys = containers;
270 p->last_weapon_sp= -1; 252 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 253 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 254 p->do_los = 1;
273 p->explore=0; 255 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 256 p->no_shout = 0; /* default can shout */
275 257
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 258 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 259 op->race = op->arch->clone.race;
279 260
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 261 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 262
282 /* we need to clear these to -1 and not zero - otherwise, 263 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 264 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 265 * send new values to the client, as things like exp start
285 * at zero. 266 * at zero.
286 */ 267 */
287 for (i=0; i < NUM_SKILLS; i++) { 268 for (i = 0; i < NUM_SKILLS; i++)
269 {
288 p->last_skill_exp[i] = -1; 270 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 271 p->last_skill_ob[i] = NULL;
290 } 272 }
273
291 for (i=0; i < NROFATTACKS; i++) { 274 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 275 p->last_resist[i] = -1;
293 } 276
294 p->last_stats.exp = -1; 277 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 278 p->last_weight = (uint32) - 1;
296 279
297 p->socket.update_look=0; 280 p->socket->update_look = 0;
298 p->socket.look_position=0; 281 p->socket->look_position = 0;
282
299 return p; 283 return p;
300} 284}
301
302 285
303/* This loads the first map an puts the player on it. */ 286/* This loads the first map an puts the player on it. */
287static void
304static void set_first_map(object *op) 288set_first_map (object *op)
305{ 289{
306 strcpy(op->contr->maplevel, first_map_path); 290 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 291 op->x = -1;
308 op->y = -1; 292 op->y = -1;
309 enter_exit(op, NULL); 293 enter_exit (op, NULL);
310} 294}
311 295
312/* Tries to add player on the connection passwd in ns. 296/* 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 297 * All we can really get in this is some settings like host and display
314 * mode. 298 * mode.
315 */ 299 */
316 300
317int add_player(NewSocket *ns) { 301int
318 player *p; 302add_player (client_socket *ns)
303{
304 player *p = new player;
319 305
320 p=get_player(NULL);
321 p->socket = *ns; 306 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 307 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 308
324 fatal(OUT_OF_MEMORY); 309 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 311
327 * Note that this can result in a client reset if there is partial data 312 p = get_player (p);
328 * on the uncoming socket. 313
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 314 set_first_map (p->ob);
332 315
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 317 add_friendly_object (p->ob);
335 send_rules(p->ob); 318 send_rules (p->ob);
336 send_news(p->ob); 319 send_news (p->ob);
337 display_motd(p->ob); 320 display_motd (p->ob);
338 get_name(p->ob); 321 get_name (p->ob);
322
339 return 0; 323 return 0;
340} 324}
341 325
342/* 326/*
343 * get_player_archetype() return next player archetype from archetype 327 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 328 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 329 * Note: there MUST be at least one player archetype!
346 */ 330 */
331archetype *
347archetype *get_player_archetype(archetype* at) 332get_player_archetype (archetype *at)
348{ 333{
349 archetype *start = at; 334 archetype *start = at;
335
350 for (;;) { 336 for (;;)
337 {
351 if (at==NULL || at->next==NULL) 338 if (at == NULL || at->next == NULL)
352 at=first_archetype; 339 at = first_archetype;
353 else 340 else
354 at=at->next; 341 at = at->next;
355 if(at->clone.type==PLAYER) 342 if (at->clone.type == PLAYER)
356 return at; 343 return at;
357 if (at == start) { 344 if (at == start)
345 {
358 LOG (llevError, "No Player archetypes\n"); 346 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 347 exit (-1);
360 } 348 }
361 } 349 }
362} 350}
363 351
364 352
353object *
365object *get_nearest_player(object *mon) { 354get_nearest_player (object *mon)
355{
366 object *op = NULL; 356 object *op = NULL;
367 player *pl = NULL; 357 player *pl = NULL;
368 objectlink *ol; 358 objectlink *ol;
369 unsigned lastdist; 359 unsigned lastdist;
370 rv_vector rv; 360 rv_vector rv;
371 361
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
363 {
373 /* We should not find free objects on this friendly list, but it 364 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 365 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 366 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 367 * list is also free, so encapsulate this in a while loop.
377 */ 368 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
379 object *tmp=ol->ob; 371 object *tmp = ol->ob;
380 372
381 /* Can't do much more other than log the fact, because the object 373 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 374 * itself will have been cleared.
383 */ 375 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 377 ol = ol->next;
386 remove_friendly_object(tmp); 378 remove_friendly_object (tmp);
387 if (!ol) return op; 379 if (!ol)
388 } 380 return op;
381 }
389 382
390 /* Remove special check for player from this. First, it looks to cause 383 /* 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 384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 385 * 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 386 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 387 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 388 * on_same_map check, as can_detect_enemy also does this
396 */ 389 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 390 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 391 continue;
399 392
400 if(lastdist>rv.distance) { 393 if (lastdist > rv.distance)
394 {
401 op=ol->ob; 395 op = ol->ob;
402 lastdist=rv.distance; 396 lastdist = rv.distance;
403 } 397 }
404 } 398 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 399 for (pl = first_player; pl != NULL; pl = pl->next)
400 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 401 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
407 403
408 if(lastdist>rv.distance) { 404 if (lastdist > rv.distance)
409 op=pl->ob; 405 {
410 lastdist=rv.distance; 406 op = pl->ob;
411 } 407 lastdist = rv.distance;
412 } 408 }
409 }
413 } 410 }
414#if 0 411#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 413#endif
417 return op; 414 return op;
418} 415}
419 416
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 417/* 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 418 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 419 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 456 * 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, 457 * 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 458 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 459 * is blocking itself.
463 */ 460 */
461int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 462path_to_player (object *mon, object *pl, unsigned mindiff)
463{
465 rv_vector rv; 464 rv_vector rv;
466 sint16 x,y; 465 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 466 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 467 maptile *m, *lastmap;
469 468
470 get_rangevector(mon, pl, &rv, 0); 469 get_rangevector (mon, pl, &rv, 0);
471 470
472 if (rv.distance<mindiff) return 0; 471 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; 472 return 0;
725}
726 473
727void confirm_password(object *op) { 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)
482 return 0;
483 while (diff > 1 && max > 0)
484 {
485 lastx = x;
486 lasty = y;
487 lastmap = m;
488 x = lastx + freearr_x[dir];
489 y = lasty + freearr_y[dir];
728 490
491 mflags = get_map_flags (m, &m, x, y, &x, &y);
492 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
493
494 /* Space is blocked - try changing direction a little */
495 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
496 && (m == mon->map && blocked_link (mon, m, x, y))))
497 {
498 /* recalculate direction from last good location. Possible
499 * we were not traversing ideal location before.
500 */
501 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
502 if (rv.direction != dir)
503 {
504 /* OK - says direction should be different - lets reset the
505 * the values so it will try again.
506 */
507 x = lastx;
508 y = lasty;
509 m = lastmap;
510 dir = firstdir = rv.direction;
511 }
512 else
513 {
514 /* direct path is blocked - try taking a side step to
515 * either the left or right.
516 * Note increase the values in the loop below to be
517 * more than -1/1 respectively will mean the monster takes
518 * bigger detour. Have to be careful about these values getting
519 * too big (3 or maybe 4 or higher) as the monster may just try
520 * stepping back and forth
521 */
522 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
523 {
524 if (i == 0)
525 continue; /* already did this, so skip it */
526 /* Use lastdir here - otherwise,
527 * since the direction that the creature should move in
528 * may change, you could get infinite loops.
529 * ie, player is northwest, but monster can only
530 * move west, so it does that. It goes some distance,
531 * gets blocked, finds that it should move north,
532 * can't do that, but now finds it can move east, and
533 * gets back to its original point. lastdir contains
534 * the last direction the creature has successfully
535 * moved.
536 */
537
538 x = lastx + freearr_x[absdir (lastdir + i)];
539 y = lasty + freearr_y[absdir (lastdir + i)];
540 m = lastmap;
541 mflags = get_map_flags (m, &m, x, y, &x, &y);
542 if (mflags & P_OUT_OF_MAP)
543 continue;
544 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
545 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
546 continue;
547 if (mflags & P_BLOCKSVIEW)
548 continue;
549
550 if (m == mon->map && blocked_link (mon, m, x, y))
551 break;
552 }
553 /* go through entire loop without finding a valid
554 * sidestep to take - thus, no valid path.
555 */
556 if (i == (DETOUR_AMOUNT + 1))
557 return 0;
558 diff--;
559 lastdir = dir;
560 max--;
561 if (!firstdir)
562 firstdir = dir + i;
563 } /* else check alternate directions */
564 } /* if blocked */
565 else
566 {
567 /* we moved towards creature, so diff is less */
568 diff--;
569 max--;
570 lastdir = dir;
571 if (!firstdir)
572 firstdir = dir;
573 }
574 if (diff <= 1)
575 {
576 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance.
578 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
581 }
582 if (diff > max)
583 return 0;
584 }
585 /* If we reached the max, didn't find a direction in time */
586 if (!max)
587 return 0;
588
589 return firstdir;
590}
591
592void
593give_initial_items (object *pl, treasurelist * items)
594{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599
600 for (op = pl->inv; op; op = next)
601 {
602 next = op->below;
603
604 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way
606 */
607 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
608 SET_FLAG (op, FLAG_APPLIED);
609
610 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions
612 */
613 if (pl->type == PLAYER)
614 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
616 (op->type == ARMOUR || op->type == BOOTS ||
617 op->type == CLOAK || op->type == HELMET ||
618 op->type == SHIELD || op->type == GLOVES ||
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 {
621 op->destroy ();
622 continue;
623 }
624 }
625
626 /* This really needs to be better - we should really give
627 * a substitute spellbook. The problem is that we don't really
628 * have a good idea what to replace it with (need something like
629 * a first level treasurelist for each skill.)
630 * remove duplicate skills also
631 */
632 if (op->type == SPELLBOOK || op->type == SKILL)
633 {
634 object *tmp;
635
636 for (tmp = op->below; tmp; tmp = tmp->below)
637 if (tmp->type == op->type && tmp->name == op->name)
638 break;
639
640 if (tmp)
641 {
642 op->destroy ();
643 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
644 continue;
645 }
646
647 if (op->nrof > 1)
648 op->nrof = 1;
649 }
650
651 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655
656 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be
658 * merged properly.
659 */
660 if (need_identify (op))
661 {
662 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED);
665 }
666 if (op->type == SPELL)
667 {
668 op->destroy ();
669 continue;
670 }
671 else if (op->type == SKILL)
672 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0;
675 op->level = 1;
676 }
677 /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */
681
682 /* Need to set up the skill pointers */
683 link_player_skills (pl);
684}
685
686void
687get_name (object *op)
688{
729 op->contr->write_buf[0]='\0'; 689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 765 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 767}
733 768
769void
734void get_party_password(object *op, partylist *party) { 770get_party_password (object *op, partylist *party)
771{
735 if (party == NULL) { 772 if (party == NULL)
773 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 775 return;
738 } 776 }
739 op->contr->write_buf[0]='\0'; 777 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 778 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 779 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 781}
744 782
745 783
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int
747int roll_stat(void) { 786roll_stat (void)
787{
748 int a[4],i,j,k; 788 int a[4], i, j, k;
749 789
750 for(i=0;i<4;i++) 790 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 791 a[i] = (int) RANDOM () % 6 + 1;
752 792
753 for(i=0,j=0,k=7;i<4;i++) 793 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 794 if (a[i] < k)
755 k=a[i],j=i; 795 k = a[i], j = i;
756 796
757 for(i=0,k=0;i<4;i++) { 797 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 798 {
799 if (i != j)
800 k += a[i];
801 }
761 return k; 802 return k;
762} 803}
763 804
805void
764void roll_stats(object *op) { 806roll_stats (object *op)
807{
765 int sum=0; 808 int sum = 0;
766 int i = 0, j = 0; 809 int i = 0, j = 0;
767 int statsort[7]; 810 int statsort[7];
768 811
812 do
769 do { 813 {
770 op->stats.Str=roll_stat(); 814 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 815 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 816 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 817 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 818 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 819 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 820 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 821 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+ 822 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 823 while (sum < 82 || sum > 116);
781 824
782 /* Sort the stats so that rerolling is easier... */ 825 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 826 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 827 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 828 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 829 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 830 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 831 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 832 statsort[6] = op->stats.Cha;
790 833
791 /* a quick and dirty bubblesort? */ 834 /* a quick and dirty bubblesort? */
835 do
792 do { 836 {
793 if (statsort[i] < statsort[i + 1]) { 837 if (statsort[i] < statsort[i + 1])
838 {
794 j = statsort[i]; 839 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 840 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 841 statsort[i + 1] = j;
797 i = 0; 842 i = 0;
798 } else { 843 }
799 i++; 844 else
800 } 845 {
846 i++;
847 }
848 }
801 } while (i < 6); 849 while (i < 6);
802 850
803 op->stats.Str = statsort[0]; 851 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 852 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 853 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 854 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 855 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 856 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 857 op->stats.Cha = statsort[6];
810 858
811 859
812 op->contr->orig_stats.Str=op->stats.Str; 860 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 861 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 862 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 863 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 864 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 865 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 866 op->contr->orig_stats.Cha = op->stats.Cha;
819 867
820 op->level=1; 868 op->level = 1;
821 op->stats.exp=0; 869 op->stats.exp = 0;
822 op->stats.ac=0; 870 op->stats.ac = 0;
823 871
824 op->contr->levhp[1] = 9; 872 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 873 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 874 op->contr->levgrace[1] = 3;
827 875
828 fix_player(op); 876 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 877 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 878 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 879 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 880 op->contr->orig_stats = op->stats;
833} 881}
834 882
883void
835void Roll_Again(object *op) 884Roll_Again (object *op)
836{ 885{
837 esrv_new_player(op->contr, 0); 886 esrv_new_player (op->contr, 0);
887 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)? "); 888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 889}
840 890
891void
841void Swap_Stat(object *op,int Swap_Second) 892Swap_Stat (object *op, int Swap_Second)
842{ 893{
843 signed char tmp; 894 signed char tmp;
844 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
845 896
846 if ( op->contr->Swap_First == -1 ) { 897 if (op->contr->Swap_First == -1)
898 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 899 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,"); 900 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"); 901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 902 return;
851 } 903 }
852 904
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 906
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 907 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));
857 908
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 910
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 912 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 913 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 914 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 915 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 916 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 917 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 918 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 919 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 920 op->stats.ac = 0;
870 921
871 op->level=1; 922 op->level = 1;
872 op->stats.exp=0; 923 op->stats.exp = 0;
873 op->stats.ac=0; 924 op->stats.ac = 0;
874 925
875 op->contr->levhp[1] = 9; 926 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 927 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 928 op->contr->levgrace[1] = 3;
878 929
879 fix_player(op); 930 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 931 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 932 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 933 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 934 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 935 op->contr->Swap_First = -1;
885} 936}
886 937
887 938
888/* This code has been greatly reduced, because with set_attr_value 939/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 940 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 941 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 942 * 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 943 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 944 * the number's access that stat. The table does that translation.
894 */ 945 */
946int
895int key_roll_stat(object *op, char key) 947key_roll_stat (object *op, char key)
896{ 948{
897 int keynum = key -'0'; 949 int keynum = key - '0';
898 char buf[MAX_BUF]; 950 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 952
901 if (keynum>0 && keynum<=7) { 953 if (keynum > 0 && keynum <= 7)
954 {
902 if (op->contr->Swap_First==-1) { 955 if (op->contr->Swap_First == -1)
956 {
903 op->contr->Swap_First=stat_trans[keynum]; 957 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 959 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 960 }
907 else 961 else
908 Swap_Stat(op,stat_trans[keynum]); 962 Swap_Stat (op, stat_trans[keynum]);
909 963
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 965 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 } 966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
921 978
922#if 0 979#if 0
923 /* So that enter_exit will put us at startx/starty */ 980 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 981 op->x = -1;
925 982
926 enter_exit(op,NULL); 983 enter_exit (op, NULL);
927#endif 984#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 985 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 986 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 987 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"); 988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 990 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 991 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 992 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 993 return 0;
936 } 994 }
937 case 'y': 995 case 'y':
938 case 'Y': 996 case 'Y':
939 roll_stats(op); 997 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 999 return 1;
942 1000
943 case 'q': 1001 case 'q':
944 case 'Q': 1002 case 'Q':
945 play_again(op); 1003 play_again (op);
946 return 1; 1004 return 1;
947 1005
948 default: 1006 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1008 return 0;
951 } 1009 }
952 return 0; 1010 return 0;
953} 1011}
954 1012
955/* This function takes the key that is passed, and does the 1013/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1014 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1015 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1016 * separate race and class; this actually changes the RACE,
959 * not the class. 1017 * not the class.
960 */ 1018 */
961 1019
1020int
962int key_change_class(object *op, char key) 1021key_change_class (object *op, char key)
963{ 1022{
964 int tmp_loop; 1023 int tmp_loop;
965 1024
966 if(key=='q'||key=='Q') { 1025 if (key == 'q' || key == 'Q')
1026 {
967 remove_ob(op); 1027 op->remove ();
968 play_again(op); 1028 play_again (op);
969 return 0; 1029 return 0;
970 } 1030 }
971 if(key=='d'||key=='D') { 1031 if (key == 'd' || key == 'D')
1032 {
972 char buf[MAX_BUF]; 1033 char buf[MAX_BUF];
973 1034
974 /* this must before then initial items are given */ 1035 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1036 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1037
1038 treasurelist *tl = find_treasurelist ("starting_wealth");
1039 if (tl)
1040 create_treasure (tl, op, 0, 0, 0);
1041
978 INVOKE_PLAYER (BIRTH, op->contr); 1042 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1043 INVOKE_PLAYER (LOGIN, op->contr);
980 1044
981 op->contr->state=ST_PLAYING; 1045 op->contr->state = ST_PLAYING;
982 1046
983 if (op->msg) { 1047 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1048 op->msg = NULL;
986 }
987 1049
988 /* We create this now because some of the unique maps will need it 1050 /* We create this now because some of the unique maps will need it
989 * to save here. 1051 * to save here.
990 */ 1052 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1054 make_path_to_file (buf);
993 1055
994#ifdef AUTOSAVE 1056#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1057 op->contr->last_save_tick = pticks;
996#endif 1058#endif
997 start_info(op); 1059 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1060 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1061 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1062 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1063 esrv_send_inventory (op, op);
1002 fix_player(op); 1064 fix_player (op);
1003 1065
1004 /* This moves the player to a different start map, if there 1066 /* This moves the player to a different start map, if there
1005 * is one for this race 1067 * is one for this race
1006 */ 1068 */
1007 if(*first_map_ext_path) { 1069 if (*first_map_ext_path)
1070 {
1008 object *tmp; 1071 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1072 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1073
1012 first_map_ext_path, op->arch->name); 1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1075 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1076 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1077 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1078 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1080 * if the map isn't there, then stay on the
1019 * default initial map */ 1081 * default initial map */
1020 free_object(tmp); 1082 tmp->destroy ();
1083 }
1021 } else { 1084 else
1085 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1086 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1087 }
1024 return 0; 1088 return 0;
1025 } 1089 }
1026 1090
1027 /* Following actually changes the race - this is the default command 1091 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1092 * if we don't match with one of the options above.
1029 */ 1093 */
1030 1094
1031 tmp_loop = 0; 1095 tmp_loop = 0;
1032 while(!tmp_loop) { 1096 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1097 {
1098 shstr name = op->name;
1034 int x = op->x, y = op->y; 1099 int x = op->x, y = op->y;
1100
1035 remove_statbonus(op); 1101 remove_statbonus (op);
1036 remove_ob (op); 1102 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1103 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1104 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1105 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1106 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1107 op->name = op->name_pl = name;
1042 op->name = name; 1108 op->x = x;
1043 free_string(op->name_pl); 1109 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 */ 1110 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1111 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1112 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1113 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1114 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1115 }
1116
1056 update_object(op,UP_OBJ_FACE); 1117 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1118 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1119 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1120 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1121 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1122 op->stats.grace = 0;
1123
1062 if (op->msg) 1124 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1127 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; 1128 return 0;
1066} 1129}
1067 1130
1131int
1068int key_confirm_quit(object *op, char key) 1132key_confirm_quit (object *op, char key)
1069{ 1133{
1070 char buf[MAX_BUF]; 1134 char buf[MAX_BUF];
1071 1135
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1073 op->contr->state=ST_PLAYING; 1138 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1140 return 1;
1076 } 1141 }
1077 1142
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1143 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1144 INVOKE_PLAYER (QUIT, op->contr);
1080 1145
1081 terminate_all_pets(op); 1146 terminate_all_pets (op);
1082 leave_map(op); 1147 leave_map (op);
1083 op->direction=0; 1148 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1150
1087 strcpy(op->contr->killer,"quit"); 1151 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1152 check_score (op);
1089 op->contr->party=NULL; 1153 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1154 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1155 op->contr->own_title[0] = '\0';
1092 1156
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1158 {
1159 maptile *mp, *next;
1095 1160
1096 /* We need to hunt for any per player unique maps in memory and 1161 /* 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, 1162 * 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 1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1164 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1102 next = mp->next; 1168 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1169 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1170 delete_map (mp);
1105 } 1171 }
1106 1172
1107 delete_character(op->name, 1); 1173 delete_character (op->name, 1);
1108 } 1174 }
1175
1109 play_again(op); 1176 play_again (op);
1110 return 1; 1177 return 1;
1111} 1178}
1112 1179
1180void
1113void flee_player(object *op) { 1181flee_player (object *op)
1182{
1114 int dir,diff; 1183 int dir, diff;
1115 rv_vector rv; 1184 rv_vector rv;
1116 1185
1117 if(op->stats.hp < 0) { 1186 if (op->stats.hp < 0)
1187 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1188 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1189 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1190 return;
1121 } 1191 }
1122 1192
1123 if(op->enemy==NULL) { 1193 if (op->enemy == NULL)
1194 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1195 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1196 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1197 return;
1127 } 1198 }
1128 1199
1129 /* Seen some crashes here. Since we don't store an 1200 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1201 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1202 * actual enemy, and the object is recycled.
1132 */ 1203 */
1133 if (op->enemy->map == NULL) { 1204 if (op->enemy->map == NULL)
1205 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1206 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1207 op->enemy = NULL;
1136 return; 1208 return;
1137 } 1209 }
1138 1210
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1211 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 {
1140 op->enemy=NULL; 1213 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1214 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1215 return;
1143 } 1216 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1217 get_rangevector (op, op->enemy, &rv, 0);
1145 1218
1146 dir=absdir(4+rv.direction); 1219 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1220 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 } 1221 {
1222 int m = 1 - (RANDOM () & 2);
1223
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return;
1227 }
1228 }
1154 /* Cornered, get rid of scared */ 1229 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1230 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1231 op->enemy = NULL;
1157} 1232}
1158 1233
1159 1234
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1235/* 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 1236 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1237 * stop.
1163 */ 1238 */
1239int
1164int check_pick(object *op) { 1240check_pick (object *op)
1241{
1165 object *tmp, *next; 1242 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1243 int stop = 0;
1168 int j, k, wvratio; 1244 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1245 char putstring[128], tmpstr[16];
1170 1246
1171
1172 /* if you're flying, you cna't pick up anything */ 1247 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1248 if (op->move_type & MOVE_FLYING)
1174 return 1; 1249 return 1;
1175 1250
1176 op_tag = op->count;
1177
1178 next = op->below; 1251 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1252
1182 /* loop while there are items on the floor that are not marked as 1253 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1254 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1255 while (next && !next->destroyed ())
1185 { 1256 {
1186 tmp = next; 1257 tmp = next;
1187 next = tmp->below; 1258 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1259
1191 if (was_destroyed (op, op_tag)) 1260 if (op->destroyed ())
1192 return 0; 1261 return 0;
1193 1262
1194 if ( ! can_pick (op, tmp)) 1263 if (!can_pick (op, tmp))
1195 continue; 1264 continue;
1196 1265
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1267 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1268 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1269 pick_up (op, tmp);
1201 continue; 1270 continue;
1202 } 1271 }
1203 1272
1204 /* high not bit set? We're using the old autopickup model */ 1273 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1274 if (!(op->contr->mode & PU_NEWMODE))
1275 {
1206 switch (op->contr->mode) { 1276 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1277 {
1208 case 1: pick_up (op, tmp); 1278 case 0:
1209 return 1; 1279 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1280 case 1:
1211 return 0; 1281 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1282 return 1;
1213 case 4: pick_up (op, tmp); 1283 case 2:
1214 break; 1284 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1285 return 0;
1216 stop = 1; 1286 case 3:
1217 break; 1287 return 0; /* stop before pickup */
1218 case 6: 1288 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1289 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1290 break;
1221 pick_up(op, tmp); 1291 case 5:
1222 break; 1292 pick_up (op, tmp);
1293 stop = 1;
1294 break;
1295 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1297 pick_up (op, tmp);
1298 break;
1223 1299
1224 case 7: 1300 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1301 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1302 pick_up (op, tmp);
1227 break; 1303 break;
1228 1304
1229 default: 1305 default:
1230 /* use value density */ 1306 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1309 pick_up (op, tmp);
1234 >= op->contr->mode) 1310 }
1235 pick_up(op,tmp); 1311 }
1236 } 1312 else
1237 } 1313 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1314 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1315 if (op->contr->mode & PU_DEBUG)
1241 { 1316 {
1242 /* some debugging code to figure out item information */ 1317 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1318 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1320 &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)))); 1321 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1323 &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); 1324 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1325
1253 sprintf(putstring,"...flags: "); 1326 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1327 for (k = 0; k < 4; k++)
1255 { 1328 {
1256 for(j=0;j<32;j++) 1329 for (j = 0; j < 32; j++)
1257 { 1330 {
1258 if((tmp->flags[k]>>j)&0x01) 1331 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1332 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1333 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1334 strcat (putstring, tmpstr);
1262 } 1335 }
1263 } 1336 }
1264 } 1337 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1339
1267#if 0 1340#if 0
1268 /* print the flags too */ 1341 /* print the flags too */
1269 for(k=0;k<4;k++) 1342 for (k = 0; k < 4; k++)
1270 { 1343 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1345 for (j = 0; j < 32; j++)
1273 { 1346 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1348 if (!((j + 1) % 4))
1276 } 1349 fprintf (stderr, " ");
1350 }
1277 fprintf(stderr," [%d]\n", k*32); 1351 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1352 }
1279#endif 1353#endif
1280 } 1354 }
1281 /* philosophy: 1355 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1356 * 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 1357 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1358 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1359 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1360 * example.
1287 * The drawback: right now it has no frontend, so you need to 1361 * 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 1362 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1363 * convert to decimal and then 'pickup <#>
1290 */ 1364 */
1291 1365
1292 /* the first two modes are exclusive: if NOTHING we return, if 1366 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1367 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1368 * meaning if any test passes, the item gets picked up. */
1295 1369
1296 /* if mode is set to pick nothing up, return */ 1370 /* if mode is set to pick nothing up, return */
1297 1371
1298 if(op->contr->mode & PU_NOTHING) return 1; 1372 if (op->contr->mode & PU_NOTHING)
1373 return 1;
1299 1374
1300 /* if mode is set to stop when encountering objects, return */ 1375 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1376 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1377 * anything up */
1303 1378
1304 if(op->contr->mode & PU_STOP) return 0; 1379 if (op->contr->mode & PU_STOP)
1380 return 0;
1305 1381
1306 /* useful for going into stores and not losing your settings... */ 1382 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1383 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1384 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1385 if (op->contr->mode & PU_INHIBIT)
1386 return 1;
1310 1387
1311 /* prevent us from turning into auto-thieves :) */ 1388 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1389 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1390 continue;
1313 1391
1314 /* ignore known cursed objects */ 1392 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1393 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1394 continue;
1316 1395
1317 /* all food and drink if desired */ 1396 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1397 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1398 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1399 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1400 {
1401 pick_up (op, tmp);
1402 continue;
1403 }
1404
1322 if(op->contr->mode & PU_DRINK) 1405 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1406 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; } 1407 {
1408 pick_up (op, tmp);
1409 continue;
1410 }
1325 1411
1326 if(op->contr->mode & PU_POTION) 1412 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1413 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1414 {
1415 pick_up (op, tmp);
1416 continue;
1417 }
1329 1418
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1419 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1420 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1421 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1426
1334 if(op->contr->mode & PU_SKILLSCROLL) 1427 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1428 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1337 if(op->contr->mode & PU_READABLES) 1434 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1435 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1340 1440
1341 /* wands/staves/rods/horns */ 1441 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1442 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1345 1448
1346 /* pick up all magical items */ 1449 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1450 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1451 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; } 1452 {
1453 pick_up (op, tmp);
1454 continue;
1455 }
1350 1456
1351 if(op->contr->mode & PU_VALUABLES) 1457 if (op->contr->mode & PU_VALUABLES)
1352 { 1458 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1459 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1460 {
1355 } 1461 pick_up (op, tmp);
1462 continue;
1463 }
1464 }
1356 1465
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1466 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1467 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1468 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1361 1473
1474 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1362 /* bows and arrows. Bows are good for selling! */ 1482 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1483 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1484 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1485 {
1486 pick_up (op, tmp);
1487 continue;
1488 }
1489
1366 if(op->contr->mode & PU_ARROW) 1490 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1491 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1369 1496
1370 /* all kinds of armor etc. */ 1497 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1498 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1499 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1374 if(op->contr->mode & PU_HELMET) 1505 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1506 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1377 if(op->contr->mode & PU_SHIELD) 1512 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1513 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1380 if(op->contr->mode & PU_BOOTS) 1519 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1520 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1383 if(op->contr->mode & PU_GLOVES) 1526 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1527 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 continue;
1531 }
1532
1386 if(op->contr->mode & PU_CLOAK) 1533 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1534 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1535 {
1536 pick_up (op, tmp);
1537 continue;
1538 }
1389 1539
1390 /* hoping to catch throwing daggers here */ 1540 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1541 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1394 1547
1395 /* careful: chairs and tables are weapons! */ 1548 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1549 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1550 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1551 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1552 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1555 {
1403 } 1556 pick_up (op, tmp);
1557 continue;
1558 }
1559 }
1560
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1561 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1562 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1564 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1565 pick_up (op, tmp);
1409 } 1566 continue;
1410 } 1567 }
1568 }
1569 }
1411 1570
1412 /* misc stuff that's useful */ 1571 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1572 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1574 {
1575 pick_up (op, tmp);
1576 continue;
1577 }
1416 1578
1417 /* any of the last 4 bits set means we use the ratio for value 1579 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1580 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1581 if (op->contr->mode & PU_RATIO)
1420 { 1582 {
1421 /* use value density to decide what else to grab */ 1583 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1584 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1585 /* >=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 */ 1586 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1587 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1589 {
1428 pick_up(op, tmp); 1590 pick_up (op, tmp);
1429#if 0 1591#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1592 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1593 if (tmp->name != NULL)
1594 {
1432 fprintf(stderr,"%s", tmp->name); 1595 fprintf (stderr, "%s", tmp->name);
1433 } 1596 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1597 else
1598 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1599 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1601#endif
1438 continue; 1602 continue;
1439 } 1603 }
1604 }
1605 } /* the new pickup model */
1440 } 1606 }
1441 } /* the new pickup model */ 1607
1442 }
1443 return ! stop; 1608 return !stop;
1444} 1609}
1445 1610
1446/* 1611/*
1447 * Find an arrow in the inventory and after that 1612 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1613 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1614 * found object is returned.
1450 */ 1615 */
1616object *
1451object *find_arrow(object *op, const char *type) 1617find_arrow (object *op, const char *type)
1452{ 1618{
1453 object *tmp = NULL; 1619 object *tmp = NULL;
1454 1620
1455 for(op=op->inv; op; op=op->below) 1621 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1622 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); 1623 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1624 else if (op->type == ARROW && op->race == type)
1460 return op; 1625 return op;
1461 return tmp; 1626 return tmp;
1462} 1627}
1463 1628
1464/* 1629/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1630 * 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 1631 * 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 1632 * 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. 1633 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1634 */
1470 1635
1636object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1637find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1638{
1473 object *tmp = NULL, *arrow, *ntmp; 1639 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1640 int attacknum, attacktype, betterby = 0, i;
1475 1641
1476 if (!type) 1642 if (!type)
1477 return NULL; 1643 return NULL;
1478 1644
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1645 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1646 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1647 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1648 {
1649 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1650 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1651 if (i > betterby)
1485 tmp = ntmp; 1652 {
1486 betterby = i; 1653 tmp = ntmp;
1487 } 1654 betterby = i;
1655 }
1656 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1657 else if (arrow->type == ARROW && arrow->race == type)
1658 {
1489 /* allways prefer assasination/slaying */ 1659 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1661 {
1492 if (arrow->attacktype & AT_DEATH) { 1662 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1663 {
1494 return arrow; 1664 *better = 100;
1495 } else { 1665 return arrow;
1496 tmp = arrow; 1666 }
1667 else
1668 {
1669 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1670 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1671 }
1499 } else { 1672 }
1673 else
1674 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 {
1501 attacktype = 1<<attacknum; 1677 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1678 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) { 1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1680 {
1681 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1683 }
1507 } 1684 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1686 {
1687 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1688 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1689 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1690 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1691 {
1692 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1693 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1694 }
1695 }
1696 }
1516 } 1697 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1698 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1699 return find_arrow (op, type);
1521 1700
1522 *better = betterby; 1701 *better = betterby;
1523 return tmp; 1702 return tmp;
1524} 1703}
1525 1704
1526/* looks in a given direction, finds the first valid target, and calls 1705/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1706 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1707 * op = the shooter
1529 * type = bow->race 1708 * type = bow->race
1530 * dir = fire direction 1709 * dir = fire direction
1531 */ 1710 */
1532 1711
1712object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1713pick_arrow_target (object *op, const char *type, int dir)
1534{ 1714{
1535 object *tmp = NULL; 1715 object *tmp = NULL;
1536 mapstruct *m; 1716 maptile *m;
1537 int i, mflags, found, number; 1717 int i, mflags, found, number;
1538 sint16 x, y; 1718 sint16 x, y;
1539 1719
1540 if (op->map == NULL) 1720 if (op->map == NULL)
1541 return find_arrow(op, type); 1721 return find_arrow (op, type);
1542 1722
1543 /* do a dex check */ 1723 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1724 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))) 1725 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1726 return find_arrow (op, type);
1547 1727
1548 m = op->map; 1728 m = op->map;
1549 x = op->x; 1729 x = op->x;
1550 y = op->y; 1730 y = op->y;
1551 1731
1552 /* find the first target */ 1732 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1733 for (i = 0, found = 0; i < 20; i++)
1734 {
1554 x += freearr_x[dir]; 1735 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1736 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1737 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1738 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1739 {
1558 tmp = NULL; 1740 tmp = NULL;
1559 break; 1741 break;
1742 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1743 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1744 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1745 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1746 * perhaps a bad assumption.
1563 */ 1747 */
1564 tmp = NULL; 1748 tmp = NULL;
1565 break; 1749 break;
1566 } 1750 }
1567 if (mflags & P_IS_ALIVE) { 1751 if (mflags & P_IS_ALIVE)
1752 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1753 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1754 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1755 {
1571 break; 1756 found++;
1572 } 1757 break;
1758 }
1573 if (found) 1759 if (found)
1574 break; 1760 break;
1575 } 1761 }
1576 } 1762 }
1577 if (tmp == NULL) 1763 if (tmp == NULL)
1578 return find_arrow(op, type); 1764 return find_arrow (op, type);
1579 1765
1580 if (tmp->head) 1766 if (tmp->head)
1581 tmp = tmp->head; 1767 tmp = tmp->head;
1582 1768
1583 return find_better_arrow(op, tmp, type, &i); 1769 return find_better_arrow (op, tmp, type, &i);
1584} 1770}
1585 1771
1586/* 1772/*
1587 * Creature fires a bow - op can be monster or player. Returns 1773 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1774 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1777 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1778 * 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 1779 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1780 * player fire modes.
1595 */ 1781 */
1782int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1784{
1599 object *left, *bow; 1785 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1786 int bowspeed, mflags;
1602 mapstruct *m; 1787 maptile *m;
1603 1788
1604 if (!dir) { 1789 if (!dir)
1790 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1792 return 0;
1607 } 1793 }
1608 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1795 bow = op->contr->ranges[range_bow];
1610 else { 1796 else
1797 {
1611 for(bow=op->inv; bow; bow=bow->below) 1798 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1799 /* 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. 1800 * don't need to switch back and forth between bows and weapons.
1614 */ 1801 */
1615 if(bow->type==BOW) 1802 if (bow->type == BOW)
1616 break; 1803 break;
1617 1804
1618 if (!bow) { 1805 if (!bow)
1806 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1808 return 0;
1621 } 1809 }
1622 } 1810 }
1623 if( !bow->race || !bow->skill) { 1811 if (!bow->race || !bow->skill)
1812 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1814 return 0;
1626 } 1815 }
1627 1816
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1818
1630 /* penalize ROF for bestarrow */ 1819 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1822 if (bowspeed < 1)
1634 bowspeed = 1; 1823 bowspeed = 1;
1635 1824
1636 if (arrow == NULL) { 1825 if (arrow == NULL)
1826 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1827 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 {
1638 if (op->type == PLAYER) 1829 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1830 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 */ 1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1832 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1833 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1834 return 0;
1645 } 1835 }
1646 } 1836 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1838 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1839 {
1840 return 0;
1841 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1845 return 0;
1654 } 1846 }
1655 1847
1656 /* this should not happen, but sometimes does */ 1848 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1849 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1850 {
1851 arrow->destroy ();
1852 return 0;
1853 }
1662 1854
1663 left = arrow; /* these are arrows left to the player */ 1855 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1856 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1857 if (arrow == NULL)
1858 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1860 return 0;
1669 return 0;
1670 } 1861 }
1671 set_owner(arrow, op); 1862 arrow->set_owner (op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1863 arrow->skill = bow->skill;
1674 1864
1675 arrow->direction=dir; 1865 arrow->direction = dir;
1676 arrow->x = sx; 1866 arrow->x = sx;
1677 arrow->y = sy; 1867 arrow->y = sy;
1678 1868
1679 if (op->type == PLAYER) { 1869 if (op->type == PLAYER)
1870 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1872 fix_player (op);
1682 } 1873 }
1683 1874
1684 SET_ANIMATION(arrow, arrow->direction); 1875 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1877 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1878 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1879 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1880 arrow->spellarg = strdup_local (arrow->slaying);
1690 1881
1691 /* Note that this was different for monsters - they got their level 1882 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1883 * added to the damage. I think the strength bonus is more proper.
1693 */ 1884 */
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 1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1699 /* update the speed */ 1888 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1890 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 1891
1705 if (arrow->speed < 1.0) 1892 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1893 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1894 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1895 arrow->speed_left = 0;
1709 1896
1710 if (op->type == PLAYER) { 1897 if (op->type == PLAYER)
1898 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1901 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 1902
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1904 }
1905 else
1906 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1907 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; 1908 arrow->level = op->level;
1722 } 1909 }
1910
1723 if (arrow->attacktype == AT_PHYSICAL) 1911 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1912 arrow->attacktype |= bow->attacktype;
1913
1725 if (bow->slaying != NULL) 1914 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1915 arrow->slaying = bow->slaying;
1727 1916
1728 arrow->map = m; 1917 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1918 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1920
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1921 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); 1922 insert_ob_in_map (arrow, m, op, 0);
1735 1923
1736 if (!was_destroyed(arrow, tag)) 1924 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1925 move_arrow (arrow);
1738 1926
1739 if (op->type == PLAYER) { 1927 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1928 {
1929 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1930 esrv_del_item (op->contr, left->count);
1742 else 1931 else
1743 esrv_send_item(op, left); 1932 esrv_send_item (op, left);
1744 } 1933 }
1934
1745 return 1; 1935 return 1;
1746} 1936}
1747 1937
1748/* Special fire code for players - this takes into 1938/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1939 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1940 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1941 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1942 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1943 * hence the function name.
1754 */ 1944 */
1945int
1755int player_fire_bow(object *op, int dir) 1946player_fire_bow (object *op, int dir)
1756{ 1947{
1757 int ret=0, wcmod=0; 1948 int ret = 0, wcmod = 0;
1758 1949
1759 if (op->contr->bowtype == bow_bestarrow) { 1950 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1951 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1952 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); 1953 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1957 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1959 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1960 else if (op->contr->bowtype == bow_threewide)
1961 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1962 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)]); 1963 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)]); 1964 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1965 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1966 else if (op->contr->bowtype == bow_spreadshot)
1967 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1968 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); 1969 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); 1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1971
1777 } else { 1972 }
1973 else
1974 {
1778 /* Simple case */ 1975 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1977 }
1781 return ret; 1978 return ret;
1782} 1979}
1783 1980
1784 1981
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1982/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1983 * Broken apart from 'fire' to keep it more readable.
1787 */ 1984 */
1985void
1788void fire_misc_object(object *op, int dir) 1986fire_misc_object (object *op, int dir)
1789{ 1987{
1790 object *item; 1988 object *item;
1791 1989
1792 if (!op->contr->ranges[range_misc]) { 1990 if (!op->contr->ranges[range_misc])
1991 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1993 return;
1795 } 1994 }
1796 1995
1797 item = op->contr->ranges[range_misc]; 1996 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1997 if (!item->inv)
1998 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1999 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2000 return;
1801 } 2001 }
1802 if (item->type == WAND) { 2002 if (item->type == WAND)
2003 {
1803 if(item->stats.food<=0) { 2004 if (item->stats.food <= 0)
2005 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2006 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)); 2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2008 return;
1807 } 2009 }
2010 }
1808 } else if (item->type == ROD || item->type==HORN) { 2011 else if (item->type == ROD || item->type == HORN)
2012 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2014 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2016 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2017 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)); 2018 else
1814 else 2019 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; 2020 return;
1818 } 2021 }
1819 } 2022 }
1820 2023
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2024 if (cast_spell (op, item, dir, item->inv, NULL))
2025 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2026 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2027 if (item->type == WAND)
2028 {
1824 if (!(--item->stats.food)) { 2029 if (!(--item->stats.food))
1825 object *tmp; 2030 {
1826 if (item->arch) { 2031 object *tmp;
2032
2033 if (item->arch)
2034 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2035 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2036 item->face = item->arch->clone.face;
1829 item->speed = 0; 2037 item->speed = 0;
1830 update_ob_speed(item); 2038 update_ob_speed (item);
1831 } 2039 }
1832 if ((tmp=is_player_inv(item))) 2040 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2041 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2042 }
1835 } 2043 }
1836 else if (item->type == ROD || item->type==HORN) { 2044 else if (item->type == ROD || item->type == HORN)
2045 {
1837 drain_rod_charge(item); 2046 drain_rod_charge (item);
1838 } 2047 }
1839 } 2048 }
1840} 2049}
1841 2050
1842/* Received a fire command for the player - go and do it. 2051/* Received a fire command for the player - go and do it.
1843 */ 2052 */
2053void
1844void fire(object *op,int dir) { 2054fire (object *op, int dir)
2055{
1845 int spellcost=0; 2056 int spellcost = 0;
1846 2057
1847 /* check for loss of invisiblity/hide */ 2058 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2059 if (action_makes_visible (op))
2060 make_visible (op);
1849 2061
1850 switch(op->contr->shoottype) { 2062 switch (op->contr->shoottype)
2063 {
1851 case range_none: 2064 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; 2065 return;
1888 default: 2066
2067 case range_bow:
2068 player_fire_bow (op, dir);
2069 return;
2070
2071 case range_magic: /* Casting spells */
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2073 return;
2074
2075 case range_misc:
2076 fire_misc_object (op, dir);
2077 return;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2103 return;
1891 } 2104 }
1892} 2105}
1893 2106
1894 2107
1895 2108
1902 * inv is the objects inventory to searched 2115 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2116 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2117 * This function can be called recursively to search containers.
1905 */ 2118 */
1906 2119
2120object *
1907object * find_key(object *pl, object *container, object *door) 2121find_key (object *pl, object *container, object *door)
1908{ 2122{
1909 object *tmp,*key; 2123 object *tmp, *key;
1910 2124
1911 /* Should not happen, but sanity checking is never bad */ 2125 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2126 if (container->inv == NULL)
2127 return NULL;
1913 2128
1914 /* First, lets try to find a key in the top level inventory */ 2129 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2131 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2132 if (door->type == DOOR && tmp->type == KEY)
2133 break;
1917 /* For sanity, we should really check door type, but other stuff 2134 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2135 * (like containers) can be locked with special keys
1919 */ 2136 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2138 break;
1922 } 2139 }
1923 /* No key found - lets search inventories now */ 2140 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2141 /* 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 2142 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2143 * a key, return
1927 */ 2144 */
1928 if (!tmp) { 2145 if (!tmp)
2146 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1930 /* No reason to search empty containers */ 2149 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2150 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2151 {
2152 if ((key = find_key (pl, tmp, door)) != NULL)
2153 return key;
2154 }
2155 }
2156 if (!tmp)
2157 return NULL;
1933 } 2158 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2159 /* 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 2160 * see if we actually want to use it
1939 */ 2161 */
1940 if (pl!=container) { 2162 if (pl != container)
2163 {
1941 /* Only let players use keys in containers */ 2164 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2165 if (!pl->contr)
2166 return NULL;
1943 /* cases where this fails: 2167 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2168 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2169 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2170 * If the container is not active, return now since only active
1947 * containers can be used. 2171 * containers can be used.
1948 * If we only search keyrings and the container does not have 2172 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2173 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2174 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2175 * inv must have been an container and must have been active.
1952 * 2176 *
1953 * Change the color so that the message doesn't disappear with 2177 * Change the color so that the message doesn't disappear with
1954 * all the others. 2178 * all the others.
1955 */ 2179 */
1956 if (pl->contr->usekeys == key_inventory || 2180 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2181 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2182 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2183 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2185 "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; 2186 return NULL;
1965 } 2187 }
1966 } 2188 }
1967 return tmp; 2189 return tmp;
1968} 2190}
1969 2191
1970/* moved door processing out of move_player_attack. 2192/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2193 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2194 * such that the caller should not do anything more,
1973 * 0 otherwise 2195 * 0 otherwise
1974 */ 2196 */
2197static int
1975static int player_attack_door(object *op, object *door) 2198player_attack_door (object *op, object *door)
1976{ 2199{
1977 2200
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2201 /* 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 - 2202 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2203 * otherwise, we fall through to the rest of the code.
1981 */ 2204 */
1982 object *key=find_key(op, op, door); 2205 object *key = find_key (op, op, door);
1983 2206
1984 /* IF we found a key, do some extra work */ 2207 /* IF we found a key, do some extra work */
1985 if (key) { 2208 if (key)
2209 {
1986 object *container=key->env; 2210 object *container = key->env;
1987 2211
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2213 if (action_makes_visible (op))
2214 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2217 if (door->type == DOOR)
2218 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2220 }
1994 else if(door->type==LOCKED_DOOR) { 2221 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2222 {
1996 "You open the door with the %s", query_short_name(key)); 2223 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 ;-) */ 2224 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2225 }
1999 /* Do this after we print the message */ 2226 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2227 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2228 /* Need to update the weight the container the key was in */
2002 if (container != op) 2229 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2230 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2231 return 1; /* Nothing more to do below */
2232 }
2005 } else if (door->type==LOCKED_DOOR) { 2233 else if (door->type == LOCKED_DOOR)
2234 {
2006 /* Might as well return now - no other way to open this */ 2235 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2237 return 1;
2009 } 2238 }
2010 return 0; 2239 return 0;
2011} 2240}
2012 2241
2013/* This function is just part of a breakup from move_player. 2242/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2243 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2244 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2245 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2246 * going to try and move (not fire weapons).
2018 */ 2247 */
2019 2248
2249void
2020void move_player_attack(object *op, int dir) 2250move_player_attack (object *op, int dir)
2021{ 2251{
2022 object *tmp, *mon, *tpl; 2252 object *tmp, *mon;
2023 sint16 nx, ny; 2253 sint16 nx, ny;
2024 int on_battleground; 2254 int on_battleground;
2025 mapstruct *m; 2255 maptile *m;
2026 2256
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2257 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2258 ny = freearr_y[dir] + op->y;
2031 2259
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2260 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2261
2034 /* If braced, or can't move to the square, and it is not out of the 2262 /* 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 2263 * 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 2264 * 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 2265 * 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 2266 * 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 2267 * 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 2268 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2269 * move_ob uses.
2042 */ 2270 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2272 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2275 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2276 if (!m)
2047 } 2277 return; /* Don't think this should happen */
2048 else m =tpl->map; 2278 }
2049 2279 else
2280 m = op->map;
2281
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2285 return;
2053 } 2286 }
2054 2287
2055 mon = NULL; 2288 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2289 /* 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. 2290 * 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 2291 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2292 * on the space
2060 */ 2293 */
2061 while (tmp!=NULL) { 2294 while (tmp != NULL)
2295 {
2062 if (tmp == op) { 2296 if (tmp == op)
2063 tmp=tmp->above; 2297 {
2064 continue; 2298 tmp = tmp->above;
2065 } 2299 continue;
2300 }
2301
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2303 {
2068 break; 2304 mon = tmp;
2069 } 2305 break;
2306 }
2307
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2309 mon = tmp;
2310
2072 tmp=tmp->above; 2311 tmp = tmp->above;
2073 } 2312 }
2074 2313
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2314 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2315 return; /* into a wall */
2077 2316
2078 if(mon->head != NULL) 2317 if (mon->head != NULL)
2079 mon = mon->head; 2318 mon = mon->head;
2080 2319
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2321 if (player_attack_door (op, mon))
2322 return;
2083 2323
2084 /* The following deals with possibly attacking peaceful 2324 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2325 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2326 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2327 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2328 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2329 * and thus will not push them.
2090 */ 2330 */
2091 2331
2092 /* If the creature is a pet, push it even if the player is not 2332 /* 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 2333 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2334 * player owns it and it is either friendly or unagressive.
2095 */ 2335 */
2096 if ((op->type==PLAYER) 2336 if ((op->type == PLAYER)
2097#if COZY_SERVER 2337#if COZY_SERVER
2098 && 2338 &&
2099 ( 2339 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2341#else
2105 && get_owner(mon)==op 2342 && mon->owner == op
2106#endif 2343#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2345 {
2109 /* If we're braced, we don't want to switch places with it */ 2346 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2347 if (op->contr->braced)
2348 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2350 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2351 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op);
2114 return; 2353 return;
2115 } 2354 }
2116 2355
2117 /* in certain circumstances, you shouldn't attack friendly 2356 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2357 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2358 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2359 * attack them either.
2121 */ 2360 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2361 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2363#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2364 (op->contr->peaceful
2365 || (mon->type == PLAYER
2366 && mon->contr->
2367 peaceful)) &&
2127#else 2368#else
2128 op->contr->peaceful && 2369 op->contr->peaceful &&
2129#endif 2370#endif
2130 !on_battleground 2371 !on_battleground))
2372 {
2373 if (!op->contr->braced)
2131 )) { 2374 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2376 (void) push_ob (mon, dir, op);
2135 } else { 2377 }
2378 else
2379 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2380 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2381 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2382 if (op->contr->tmp_invis || op->hide)
2139 } 2383 make_visible (op);
2384 }
2140 2385
2141 /* If the object is a boulder or other rollable object, then 2386 /* 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. 2387 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2388 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2390 {
2145 recursive_roll(mon,dir,op); 2391 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2392 if (action_makes_visible (op))
2147 } 2393 make_visible (op);
2394 }
2148 2395
2149 /* Any generic living creature. Including things like doors. 2396 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2397 * 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: 2398 * 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 2399 * 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. 2400 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2401 */
2155 2402
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2405 {
2159 2406
2160 /* If the player hasn't hit something this tick, and does 2407 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2408 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2409 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2410 * incurred a 1 tick offset.
2164 */ 2411 */
2165 if (!op->contr->has_hit) { 2412 if (!op->contr->has_hit)
2413 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2414 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2415
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2417 }
2170 2418
2171 skill_attack(mon, op, 0, NULL, NULL); 2419 skill_attack (mon, op, 0, NULL, NULL);
2172 2420
2173 /* If attacking another player, that player gets automatic 2421 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2422 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2423 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2424 * the wiz.
2177 */ 2425 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2426 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)) { 2427 {
2180 short luck = mon->stats.luck; 2428 short luck = mon->stats.luck;
2429
2181 mon->contr->has_hit = 1; 2430 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2431 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2432 mon->stats.luck = luck;
2184 } 2433 }
2185 if(action_makes_visible(op)) make_visible(op); 2434 if (action_makes_visible (op))
2186 } 2435 make_visible (op);
2436 }
2187 } /* if player should attack something */ 2437 } /* if player should attack something */
2188} 2438}
2189 2439
2440int
2190int move_player(object *op,int dir) { 2441move_player (object *op, int dir)
2442{
2191 int pick; 2443 int pick;
2192 object *transport = op->contr->transport;
2193 2444
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2445 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; 2446 return 0;
2447
2448 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9))
2450 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0;
2453 }
2454
2455 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458
2459 op->facing = dir;
2460
2461 if (op->hide)
2462 do_hidden_move (op);
2463
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ;
2466 else if (op->contr->fire_on)
2467 fire (op, dir);
2468 else
2469 {
2470 move_player_attack (op, dir);
2471 pick = check_pick (op);
2472 }
2473
2474 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing.
2476 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir;
2480 }
2481 else
2482 {
2483 op->direction = 0;
2484 }
2485 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities
2487 * for players.
2488 */
2489 animate_object (op, op->facing);
2490 return 0;
2256} 2491}
2257 2492
2258/* This is similar to handle_player, below, but is only used by the 2493/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2494 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2495 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2496 * the new speed values for commands.
2262 * 2497 *
2263 * Returns true if there are more actions we can do. 2498 * Returns true if there are more actions we can do.
2264 */ 2499 */
2500int
2265int handle_newcs_player(object *op) 2501handle_newcs_player (object *op)
2266{ 2502{
2267 if (op->contr->hidden) { 2503 if (op->contr->hidden)
2504 {
2268 op->invisible = 1000; 2505 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2506 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2507 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2508 * alternate it here for it to work correctly.
2272 */ 2509 */
2273 if (pticks & 2) op->invisible--; 2510 if (pticks & 2)
2511 op->invisible--;
2274 } 2512 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2276 op->invisible--; 2515 op->invisible--;
2277 if(!op->invisible) { 2516 if (!op->invisible)
2517 {
2278 make_visible(op); 2518 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2520 }
2281 } 2521 }
2282 2522
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2523 if (QUERY_FLAG (op, FLAG_SCARED))
2524 {
2284 flee_player(op); 2525 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2526 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2287 op->speed_left--; 2529 op->speed_left--;
2288 return 0; 2530 return 0;
2289 } 2531 }
2290 } 2532 }
2291 2533
2292 /* I've been seeing crashes where the golem has been destroyed, but 2534 /* 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 2535 * 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 2536 * 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. 2537 * put this in a a workaround to clean up the golem pointer.
2296 */ 2538 */
2297 if (op->contr->ranges[range_golem] && 2539 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; 2540 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2541
2304 /* call this here - we also will call this in do_ericserver, but 2542 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2543 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2544 * called, so we recheck it here.
2307 */ 2545 */
2308 HandleClient(&op->contr->socket, op->contr); 2546 HandleClient (op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2547 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; 2548 return 0;
2324}
2325 2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction);
2560 if (op->speed_left > 0)
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0;
2566}
2567
2568int
2326int save_life(object *op) { 2569save_life (object *op)
2570{
2327 object *tmp; 2571 object *tmp;
2328 2572
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2573 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; 2574 return 0;
2575
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584
2585 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587
2588 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp;
2590
2591 if (op->stats.food < 0)
2592 op->stats.food = 999;
2593
2594 fix_player (op);
2595 return 1;
2596 }
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */
2600 return 0;
2354} 2601}
2355 2602
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2603/* 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 2604 * 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 2605 * function will descend into containers. op is the object to start the search
2359 * from. 2606 * from.
2360 */ 2607 */
2608void
2361void remove_unpaid_objects(object *op, object *env) 2609remove_unpaid_objects (object *op, object *env)
2362{ 2610{
2363 object *next; 2611 object *next;
2364 2612
2365 while (op) { 2613 while (op)
2614 {
2366 next=op->below; /* Make sure we have a good value, in case 2615 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2616 * we remove object 'op'
2368 */ 2617 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2619 {
2620 op->remove ();
2371 op->x = env->x; 2621 op->x = env->x;
2372 op->y = env->y; 2622 op->y = env->y;
2373 if (env->type == PLAYER) 2623 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2624 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2625 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2626 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2627 else if (op->inv)
2378 op=next; 2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2379 } 2630 }
2380} 2631}
2381 2632
2382 2633
2383/* 2634/*
2385 * Moved from apply.c to player.c - player.c is what 2636 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2637 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2638 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2639 * but there isn't one in the server directory.
2389 */ 2640 */
2641char *
2390char *gravestone_text (object *op) 2642gravestone_text (object *op)
2391{ 2643{
2392 static char buf2[MAX_BUF]; 2644 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2645 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2646 time_t now = time (NULL);
2395 2647
2396 strcpy (buf2, " R.I.P.\n\n"); 2648 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2649 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2651 else
2400 sprintf (buf, "%s\n", op->name); 2652 sprintf (buf, "%s\n", &op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2653 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2654 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2655 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2656 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2657 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2660 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2661 if (op->type == PLAYER)
2662 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2663 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2664 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2665 strcat (buf2, buf);
2413 } 2666 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2669 strcat (buf2, buf);
2417 return buf2; 2670 return buf2;
2418} 2671}
2419 2672
2420 2673
2421 2674
2675void
2422void do_some_living(object *op) { 2676do_some_living (object *op)
2677{
2423 int last_food=op->stats.food; 2678 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2679 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2680 int over_hp, over_sp, over_grace;
2426 int i; 2681 int i;
2427 int rate_hp = 1200; 2682 int rate_hp = 1200;
2428 int rate_sp = 2500; 2683 int rate_sp = 2500;
2429 int rate_grace = 2000; 2684 int rate_grace = 2000;
2430 const int max_hp = 1; 2685 const int max_hp = 1;
2431 const int max_sp = 1; 2686 const int max_sp = 1;
2432 const int max_grace = 1; 2687 const int max_grace = 1;
2433 2688
2434 if (op->contr->outputs_sync) { 2689 if (op->contr->outputs_sync)
2690 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2692 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]); 2693 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2694 }
2440 2695
2441 if(op->contr->state==ST_PLAYING) { 2696 if (op->contr->state == ST_PLAYING)
2697 {
2442 2698
2443 /* these next three if clauses make it possible to SLOW DOWN 2699 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2700 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2701 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2703 else
2704 {
2448 gen_hp = op->stats.maxhp; 2705 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2707 }
2451 if(op->contr->gen_sp >= 0 ) 2708 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2710 else
2711 {
2454 gen_sp = op->stats.maxsp; 2712 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2714 }
2457 if(op->contr->gen_grace >= 0) 2715 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2717 else
2718 {
2460 gen_grace = op->stats.maxgrace; 2719 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2721 }
2463 2722
2464 /* Regenerate Spell Points */ 2723 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2726 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) { 2727 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2728 {
2729 op->stats.sp++;
2469 /* dms do not consume food */ 2730 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2732 {
2733 op->stats.food--;
2472 if(op->contr->digestion<0) 2734 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2735 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2736 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; 2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2477 } 2764 }
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 2765
2498 /* Regenerate Grace */ 2766 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2768 if (--op->last_grace < 0)
2769 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2770 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2771 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2772 if (max_grace > 1)
2773 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2775 if (over_grace > 0)
2506 op->stats.sp += over_grace 2776 {
2777 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; 2778 + (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; 2779 op->last_grace = 0;
2509 } else { 2780 }
2781 else
2782 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2783 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2784 }
2512 } else { 2785 }
2786 else
2787 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2789 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2790 /* wearing stuff doesn't detract from grace generation. */
2516 } 2791 }
2517 2792
2518 /* Regenerate Hit Points */ 2793 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2794 if (--op->last_heal < 0)
2795 {
2520 if(op->stats.hp<op->stats.maxhp) { 2796 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2797 {
2798 op->stats.hp++;
2522 /* dms do not consume food */ 2799 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2800 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2801 {
2802 op->stats.food--;
2525 if(op->contr->digestion<0) 2803 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2804 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2805 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; 2806 op->stats.food = last_food;
2807 }
2808 }
2809 if (max_hp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2815 op->last_heal = 0;
2816 }
2817 else
2818 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2820 }
2821 }
2822 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 }
2530 } 2826 }
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 2827
2546 /* Digestion */ 2828 /* Digestion */
2547 if(--op->last_eat<0) { 2829 if (--op->last_eat < 0)
2830 {
2548#ifdef COZY_SERVER 2831#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2834#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2835 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 2836#endif
2556 2837
2557 if(op->contr->gen_hp > 0) 2838 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2840 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2842 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2843 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2844 op->stats.food--;
2845 }
2564 } 2846 }
2565 2847
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2849 {
2567 object *tmp, *flesh=NULL; 2850 object *tmp, *flesh = NULL;
2568 2851
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2853 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2859 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2860 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2861 break;
2576 } 2862 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2863 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2864 flesh = tmp;
2579 } /* end of for loop */ 2865 } /* End if paid for object */
2866 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2867 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2868 * eat flesh instead.
2582 */ 2869 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2873 manual_apply (op, flesh, 0);
2586 } 2874 }
2587 } /* end if player is starving */ 2875 } /* end if player is starving */
2588 2876
2589 while(op->stats.food<0&&op->stats.hp>0) 2877 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2878 op->stats.food++, op->stats.hp--;
2591 2879
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2881 kill_player (op);
2594} 2882}
2595 2883
2596 2884
2597 2885
2598/* If the player should die (lack of hp, food, etc), we call this. 2886/* 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 2887 * 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 2888 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2889 * file.
2602 */ 2890 */
2891void
2603void kill_player(object *op) 2892kill_player (object *op)
2604{ 2893{
2605 char buf[MAX_BUF]; 2894 char buf[MAX_BUF];
2606 int x,y,i; 2895 int x, y;
2896
2897 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2898 maptile *map; /* this is for resurrection */
2899
2608 int z; 2900 /* int z;
2609 int num_stats_lose; 2901 int num_stats_lose;
2610 int lost_a_stat; 2902 int lost_a_stat;
2611 int lose_this_stat; 2903 int lose_this_stat;
2612 int this_stat; 2904 int this_stat; */
2613 int will_kill_again; 2905 int will_kill_again;
2614 archetype *at; 2906 archetype *at;
2615 object *tmp; 2907 object *tmp;
2616 2908
2617 if(save_life(op)) 2909 if (save_life (op))
2618 return; 2910 return;
2619 2911
2620 2912
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2913 /* 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. 2914 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2915 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2916 */
2625 if (op_on_battleground(op, &x, &y)) { 2917 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2918 {
2627 "You have been defeated in combat!"); 2919 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, 2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2921
2630
2631 /* restore player */ 2922 /* restore player */
2632 at = find_archetype("poisoning"); 2923 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2924 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2925 if (tmp)
2635 remove_ob(tmp); 2926 {
2636 free_object(tmp); 2927 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2929 }
2639 2930
2640 at = find_archetype("confusion"); 2931 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2933 if (tmp)
2643 remove_ob(tmp); 2934 {
2644 free_object(tmp); 2935 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2937 }
2647 2938
2648 cure_disease(op,0); /* remove any disease */ 2939 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2940 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2941 if (op->stats.food <= 0)
2651 2942 op->stats.food = 999;
2943
2652 /* create a bodypart-trophy to make the winner happy */ 2944 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2945 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2946 if (tmp != NULL)
2655 { 2947 {
2656 sprintf(buf,"%s's finger",op->name); 2948 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2949 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2950 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2951 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2953 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2954 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2955 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2957 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2958 }
2959
2669 /* teleport defeated player to new destination*/ 2960 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2961 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2962 op->contr->braced = 0;
2672 return; 2963 return;
2673 } 2964 }
2674 2965
2675 INVOKE_PLAYER (DEATH, op->contr); 2966 INVOKE_PLAYER (DEATH, op->contr);
2676 2967
2677 command_kill_pets (op, 0); 2968 command_kill_pets (op, 0);
2678 2969
2679 if(op->stats.food<0) { 2970 if (op->stats.food < 0)
2971 {
2680 if (op->contr->explore) { 2972 if (op->contr->explore)
2973 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2974 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..."); 2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2976 op->stats.food = 999;
2684 return; 2977 return;
2685 } 2978 }
2686 sprintf(buf,"%s starved to death.",op->name); 2979 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2980 strcpy (op->contr->killer, "starvation");
2981 }
2982 else
2688 } 2983 {
2689 else {
2690 if (op->contr->explore) { 2984 if (op->contr->explore)
2985 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2986 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..."); 2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2988 op->stats.hp = op->stats.maxhp;
2694 return; 2989 return;
2695 } 2990 }
2696 sprintf(buf,"%s died.",op->name); 2991 sprintf (buf, "%s died.", &op->name);
2697 } 2992 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2994
2700 /* save the map location for corpse, gravestone*/ 2995 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2702 2999
2703 3000
2704 if (settings.not_permadeth == TRUE) { 3001 if (settings.not_permadeth == TRUE)
3002 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3003 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3004 * 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. 3005 * See the config.h file for a little more in depth detail about this.
2708 */ 3006 */
2709 3007
2710 /* Basically two ways to go - remove a stat permanently, or just 3008 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3009 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3010 * of death.
2713 */ 3011 */
2714#ifndef COZY_SERVER 3012#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3013 if (settings.balanced_stat_loss)
3014 {
2716 /* If stat loss is permanent, lose one stat only. */ 3015 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3016 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3017 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3018 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3019 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3020 little bit harder. */
2722 /* GD */ 3021 /* GD */
2723 if (settings.stat_loss_on_death) 3022 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3023 num_stats_lose = 1;
2725 else 3024 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3026 }
3027 else
3028 {
2728 num_stats_lose = 1; 3029 num_stats_lose = 1;
2729 } 3030 }
2730 lost_a_stat = 0; 3031 lost_a_stat = 0;
2731 3032
2732 for (z=0; z<num_stats_lose; z++) { 3033 for (z = 0; z < num_stats_lose; z++)
3034 {
2733 i = RANDOM() % NUM_STATS; 3035 i = RANDOM () % NUM_STATS;
2734 3036
2735 if (settings.stat_loss_on_death) { 3037 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 3038 {
2750 dep = present_arch_in_ob(deparch,op); 3039 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3040 * what he lost.
2752 dep = arch_to_object(deparch); 3041 */
2753 insert_ob_in_ob(dep, op); 3042 change_attr_value (&(op->stats), i, -1);
2754 } 3043 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3044 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3045 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3047 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 3048 }
2783 if (lose_this_stat) { 3049 else
3050 {
3051 /* deplete a stat */
3052 archetype *deparch = archetype::find ("depletion");
3053 object *dep;
3054
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 {
3058 dep = arch_to_object (deparch);
3059 insert_ob_in_ob (dep, op);
3060 }
3061 lose_this_stat = 1;
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0)
3068 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3097 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3098 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3099 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3100 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3101 * difference.
2790 */ 3102 */
2791 if (this_stat>=-50) { 3103 if (this_stat >= -50)
3104 {
2792 change_attr_value(&(dep->stats), i, -1); 3105 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3106 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3108 fix_player (op);
2796 lost_a_stat = 1; 3109 lost_a_stat = 1;
2797 } 3110 }
2798 } 3111 }
2799 } 3112 }
2800 } 3113 }
2801 /* If no stat lost, tell the player. */ 3114 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3115 if (!lost_a_stat)
2803 { 3116 {
2804 /* determine_god() seems to not work sometimes... why is this? 3117 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3118 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3119 const char *god = determine_god (op);
3120
2807 if (god && (strcmp(god, "none"))) 3121 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3122 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" 3123 else
2810 " you.", god); 3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3125 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3126#else
2813 " feel a holy presence protecting you."); 3127 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 3128#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 3129
2819 /* Put a gravestone up where the character 'almost' died. List the 3130 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3131 * exp loss on the stone.
2821 */ 3132 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3133 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3134 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3135 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3136 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3137 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3138 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" 3139 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; 3140 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3141 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3142
2836 /**************************************/ 3143 /**************************************/
2837 /* */ 3144 /* */
2838 /* Subtract the experience points, */ 3145 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3146 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3147 /* food, and reset HP's... */
2841 /* */ 3148 /* */
2842 /**************************************/ 3149 /**************************************/
2843 3150
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3151 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3152 /* restore player */
2846 at = find_archetype("poisoning"); 3153 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3154 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3155
2849 remove_ob(tmp); 3156 if (tmp)
2850 free_object(tmp); 3157 {
3158 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3160 }
2853 3161
2854 at = find_archetype("confusion"); 3162 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3163 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3164 if (tmp)
2857 remove_ob(tmp); 3165 {
2858 free_object(tmp); 3166 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3168 }
3169
2861 cure_disease(op,0); /* remove any disease */ 3170 cure_disease (op, 0); /* remove any disease */
2862 3171
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3172 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3173 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3174 if (op->stats.food < 100)
3175 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3176 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3179
2870 /* 3180 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3181 * 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 3182 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3183 * in the map.
2874 */ 3184 */
2875 3185
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3186 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3187 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3188
2884 /****************************************/ 3189 /****************************************/
2885 /* */ 3190 /* */
2886 /* Move player to his current respawn- */ 3191 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3192 /* position (usually last savebed) */
2888 /* */ 3193 /* */
2889 /****************************************/ 3194 /****************************************/
2890 3195
2891 enter_player_savebed(op); 3196 enter_player_savebed (op);
2892 3197
2893 /* Save the player before inserting the force to reduce 3198 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3199 * chance of abuse.
2895 */ 3200 */
2896 op->contr->braced=0; 3201 op->contr->braced = 0;
2897 save_player(op,1); 3202 save_player (op, 1);
2898 3203
2899 /* it is possible that the player has blown something up 3204 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3205 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3206 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3207 * on the space that might harm the player.
2903 */ 3208 */
2904 will_kill_again=0; 3209 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3211 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3212 will_kill_again |= tmp->attacktype;
2908 } 3213
2909 if (will_kill_again) { 3214 if (will_kill_again)
3215 {
2910 object *force; 3216 object *force;
2911 int at; 3217 int at;
2912 3218
2913 force=get_archetype(FORCE_NAME); 3219 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3220 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3221 force->speed = 0.1;
2916 force->speed_left=-5.0; 3222 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3223 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3224 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3225 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3226 force->resist[at] = 100;
2921 } 3227
2922 insert_ob_in_ob(force, op); 3228 insert_ob_in_ob (force, op);
2923 fix_player(op); 3229 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3230
3231 }
3232
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3234 return;
2935 } /* NOT_PERMADETH */ 3235 } /* NOT_PERMADETH */
2936 else { 3236 else
3237 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3239 * should probably be embedded in an else statement.
2939 */ 3240 */
2940 3241
2941 op->contr->party=NULL; 3242 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3243 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3244 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3246 check_score (op);
3247
2946 if(op->contr->ranges[range_golem]!=NULL) { 3248 if (op->contr->ranges[range_golem])
3249 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3250 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3251 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3252 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3253 }
2952 } 3254
2953 loot_object(op); /* Remove some of the items for good */ 3255 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3256 op->remove ();
2955 op->direction=0; 3257 op->direction = 0;
2956 3258
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
2958 delete_character(op->name,0); 3261 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3262 if (settings.resurrection == TRUE)
3263 {
2960 /* save playerfile sans equipment when player dies 3264 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3265 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3266 ** type spells will work on them nicely
2963 */ 3267 */
2964 delete_character(op->name,0); 3268 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3269 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3270 op->stats.food = 999;
2967 3271
2968 /* set the location of where the person will reappear when */ 3272 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3273 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3275 if (op->map != NULL)
2972 op->map = NULL; 3276 op->map = NULL;
2973 op->x = settings.emergency_x; 3277 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3278 op->y = settings.emergency_y;
2975 save_player(op,0); 3279 save_player (op, 0);
2976 op->map = map; 3280 op->map = map;
2977 /* please see resurrection.c: peterm */ 3281 /* please see resurrection.c: peterm */
2978 dead_player(op); 3282 dead_player (op);
2979 } else { 3283 }
3284 else
2980 delete_character(op->name,1); 3285 delete_character (op->name, 1);
2981 } 3286 }
2982 } 3287
2983 play_again(op); 3288 play_again (op);
2984 3289
2985 /* peterm: added to create a corpse at deathsite. */ 3290 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3292 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3293 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3294 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3295 tmp->x = x;
2992 if (tmp->msg) 3296 tmp->y = y;
2993 free_string(tmp->msg); 3297 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3298 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3299 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3300 }
2998} 3301}
2999 3302
3000 3303
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3304void
3305loot_object (object *op)
3306{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3307 object *tmp, *tmp2, *next;
3003 3308
3004 if (op->container) { /* close open sack first */ 3309 if (op->container)
3310 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3311 esrv_apply_container (op, op->container);
3006 } 3312 }
3007 3313
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3314 for (tmp = op->inv; tmp != NULL; tmp = next)
3315 {
3009 next=tmp->below; 3316 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3317 if (tmp->type == EXPERIENCE || tmp->invisible)
3011 remove_ob(tmp); 3318 continue;
3319 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3320 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3321 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3322 { /* empty container to ground */
3015 } 3323 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3324 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3326 {
3018 if(tmp->nrof>1) { 3327 if (tmp->nrof > 1)
3328 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3330 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3331 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 }
3333 else
3334 tmp->destroy ();
3335 }
3022 } else 3336 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3337 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3338 }
3027} 3339}
3028 3340
3029/* 3341/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3342 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3343 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3344 * was changed.
3033 */ 3345 */
3034 3346
3347void
3035void fix_weight(void) { 3348fix_weight (void)
3349{
3036 player *pl; 3350 player *pl;
3351
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355
3039 if(old == sum) 3356 if (old == sum)
3040 continue; 3357 continue;
3041 fix_player(pl->ob); 3358 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3360 }
3045} 3361}
3046 3362
3363void
3047void fix_luck(void) { 3364fix_luck (void)
3365{
3048 player *pl; 3366 player *pl;
3367
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3368 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3369 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3370 change_luck (pl->ob, 0);
3052} 3371}
3053 3372
3054 3373
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3374/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3375 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3376 * just treat this as any other spell casting object.
3058 */ 3377 */
3059 3378
3060void 3379void
3061cast_dust (object * op, object * throw_ob, int dir) 3380cast_dust (object *op, object *throw_ob, int dir)
3062{ 3381{
3063 object *skop, *spob; 3382 object *skop, *spob;
3064 3383
3065 skop = find_skill_by_name (op, throw_ob->skill); 3384 skop = find_skill_by_name (op, throw_ob->skill);
3066 3385
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3386 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3387 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3388 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3389 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3390 return;
3073 } 3391 }
3074 3392
3075 spob = throw_ob->inv; 3393 spob = throw_ob->inv;
3076 3394
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3395 // 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 3396 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3397 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3398 if (!spob)
3081 { 3399 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3400 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; 3401 return;
3085 } 3402 }
3086 3403
3087 if (op->type == PLAYER) 3404 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3405 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3406
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3407 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3408
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3409 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3410}
3096 3411
3412void
3097void make_visible (object *op) { 3413make_visible (object *op)
3414{
3098 op->hide = 0; 3415 op->hide = 0;
3099 op->invisible = 0; 3416 op->invisible = 0;
3100 if(op->type==PLAYER) { 3417 if (op->type == PLAYER)
3418 {
3101 op->contr->tmp_invis = 0; 3419 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3420 op->contr->invis_race = 0;
3103 } 3421 }
3104 update_object(op,UP_OBJ_FACE); 3422 update_object (op, UP_OBJ_FACE);
3105} 3423}
3106 3424
3425int
3107int is_true_undead(object *op) { 3426is_true_undead (object *op)
3427{
3108 object *tmp=NULL; 3428 object *tmp = NULL;
3109 3429
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1;
3111 3432
3112 if(op->type==PLAYER) 3433 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3116 return 0; 3438 return 0;
3117} 3439}
3118 3440
3119/* look at the surrounding terrain to determine 3441/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3442 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3443 * indicate greater hideability.
3122 */ 3444 */
3123 3445
3446int
3124int hideability(object *ob) { 3447hideability (object *ob)
3448{
3125 int i,level=0, mflag; 3449 int i, level = 0, mflag;
3126 sint16 x,y; 3450 sint16 x, y;
3127 3451
3128 if(!ob||!ob->map) return 0; 3452 if (!ob || !ob->map)
3453 return 0;
3129 3454
3130 /* so, on normal lighted maps, its hard to hide */ 3455 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3456 level = ob->map->darkness - 2;
3132 3457
3133 /* this also picks up whether the object is glowing. 3458 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3459 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3460 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3461 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness));
3137 3463
3138 /* scan through all nearby squares for terrain to hide in */ 3464 /* 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]) { 3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3468 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue;
3471 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3473 level += 2;
3144 else /* open terrain! */ 3474 else /* open terrain! */
3145 level -= 1; 3475 level -= 1;
3146 } 3476 }
3147 3477
3148#if 0 3478#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3479 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3480#endif
3151 return level; 3481 return level;
3152} 3482}
3153 3483
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3484/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3485 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3486 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3487 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3488 */
3159 3489
3490void
3160void do_hidden_move (object *op) { 3491do_hidden_move (object *op)
3492{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3494 object *skop;
3163 3495
3164 if(!op || !op->map) return; 3496 if (!op || !op->map)
3497 return;
3165 3498
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3500
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3501 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3502 if (op->type == PLAYER && op->contr->run_on)
3503 {
3170 if(!skop || num >= skop->level) { 3504 if (!skop || num >= skop->level)
3505 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3507 make_visible (op);
3173 return; 3508 return;
3174 } else num += 20; 3509 }
3510 else
3511 num += 20;
3175 } 3512 }
3176 num += op->map->difficulty; 3513 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3514 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3515 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 {
3180 make_visible(op); 3518 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3519 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3521 }
3184 else if (op->type == PLAYER && skop) { 3522 else if (op->type == PLAYER && skop)
3523 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3525 }
3187} 3526}
3188 3527
3189/* determine if who is standing near a hostile creature. */ 3528/* determine if who is standing near a hostile creature. */
3190 3529
3530int
3191int stand_near_hostile( object *who ) { 3531stand_near_hostile (object *who)
3532{
3192 object *tmp=NULL; 3533 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3534 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3535 maptile *m;
3195 sint16 x,y; 3536 sint16 x, y;
3196 3537
3197 if(!who) return 0; 3538 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; 3539 return 0;
3540
3541 if (who->type == PLAYER)
3542 player = 1;
3543
3544 else
3545 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3546
3547 /* search adjacent squares */
3548 for (i = 1; i < 9; i++)
3549 {
3550 x = who->x + freearr_x[i];
3551 y = who->y + freearr_y[i];
3552 m = who->map;
3553 mflags = get_map_flags (m, &m, x, y, &x, &y);
3554 /* space must be blocked if there is a monster. If not
3555 * blocked, don't need to check this space.
3556 */
3557 if (mflags & P_OUT_OF_MAP)
3558 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue;
3561
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3563 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1;
3566 else if (tmp->type == PLAYER)
3567 {
3568 /*don't let a hidden DM prevent you from hiding */
3569 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3570 return 1;
3571 }
3572 }
3573 }
3574 return 0;
3227} 3575}
3228 3576
3229/* check the player los field for viewability of the 3577/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3578 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3579 * 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. 3586 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3587 * -b.t.
3240 * This function is now map tiling safe. 3588 * This function is now map tiling safe.
3241 */ 3589 */
3242 3590
3591int
3243int player_can_view (object *pl,object *op) { 3592player_can_view (object *pl, object *op)
3593{
3244 rv_vector rv; 3594 rv_vector rv;
3245 int dx,dy; 3595 int dx, dy;
3246 3596
3247 if(pl->type!=PLAYER) { 3597 if (pl->type != PLAYER)
3598 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3599 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; 3600 return -1;
3274 op = op->more;
3275 } 3601 }
3602 if (!pl || !op)
3276 return 0; 3603 return 0;
3604
3605 if (op->head)
3606 {
3607 op = op->head;
3608 }
3609 get_rangevector (pl, op, &rv, 0x1);
3610
3611 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any
3613 * part that is in the los array but isnt on
3614 * a blocked los square.
3615 * we use the archetype to figure out offsets.
3616 */
3617 while (op)
3618 {
3619 dx = rv.distance_x + op->arch->clone.x;
3620 dy = rv.distance_y + op->arch->clone.y;
3621
3622 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values.
3625 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3629 return 1;
3630 op = op->more;
3631 }
3632 return 0;
3277} 3633}
3278 3634
3279/* routine for both players and monsters. We call this when 3635/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3636 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3637 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3638 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3639 * return 0.
3284 */ 3640 */
3641int
3285int action_makes_visible (object *op) { 3642action_makes_visible (object *op)
3643{
3286 3644
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3648 return 0;
3290 3649
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3650 if (op->contr && op->contr->tmp_invis == 0)
3651 return 0;
3292 3652
3293 /* If monsters, they should become visible */ 3653 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3654 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3655 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3657 return 1;
3297 } 3658 }
3298 } 3659 }
3299 return 0; 3660 return 0;
3300} 3661}
3301 3662
3302/* op_on_battleground - checks if the given object op (usually 3663/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3664 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3665 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3666 * -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 3667 * 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 3668 * 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 3669 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3670 */
3671int
3310int op_on_battleground (object *op, int *x, int *y) { 3672op_on_battleground (object *op, int *x, int *y)
3673{
3311 object *tmp; 3674 object *tmp;
3312 3675
3313 /* A battleground-tile needs the following attributes to be valid: 3676 /* 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), 3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3679 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3680 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3681 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3683 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3688 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3689 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 {
3326 object *invtmp; 3692 object *invtmp;
3693
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3695 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3697 {
3698 if (x != NULL && y != NULL)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3700 return 1;
3701 }
3702 }
3703 }
3330 if (x != NULL && y != NULL) 3704 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3706 return 1;
3333 } 3707 }
3334 } 3708 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3709 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3710 /* If we got here, did not find a battleground */
3343 return 0; 3711 return 0;
3344} 3712}
3345 3713
3346/* 3714/*
3350 * attributes: 3718 * attributes:
3351 * object *who the dragon player 3719 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3720 * int atnr the attack-number of the ability focus
3353 * int level ability level 3721 * int level ability level
3354 */ 3722 */
3723void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3724dragon_ability_gain (object *who, int atnr, int level)
3725{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3726 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3727 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3728 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3729 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3730 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3731 int i = 0, j = 0;
3362 3732
3363 /* get the appropriate treasurelist */ 3733 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3734 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3735 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3736 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3737 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3738 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3739 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3740 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3741 trlist = find_treasurelist ("dragon_ability_poison");
3372 3742
3373 if (trlist == NULL || who->type != PLAYER) 3743 if (trlist == NULL || who->type != PLAYER)
3374 return; 3744 return;
3375 3745
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3747
3378
3379 if (tr == NULL || tr->item == NULL) { 3748 if (tr == NULL || tr->item == NULL)
3749 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3751 return;
3382 } 3752 }
3383 3753
3384 /* everything seems okay - now bring on the gift: */ 3754 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3755 item = &(tr->item->clone);
3386 3756
3387 if (item->type == SPELL) { 3757 if (item->type == SPELL)
3758 {
3388 if (check_spell_known (who, item->name)) 3759 if (check_spell_known (who, item->name))
3389 return; 3760 return;
3390 3761
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3762 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); 3763 do_learn_spell (who, item, 0);
3393 return; 3764 return;
3394 } 3765 }
3395 3766
3396 /* grant direct spell */ 3767 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3768 if (item->type == SPELLBOOK)
3769 {
3398 if (!item->inv) { 3770 if (!item->inv)
3771 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3772 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3773 return;
3402 } 3774 }
3403 if (check_spell_known (who, item->inv->name)) 3775 if (check_spell_known (who, item->inv->name))
3404 return; 3776 return;
3405 if (item->invisible) { 3777 if (item->invisible)
3778 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3779 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); 3780 do_learn_spell (who, item->inv, 0);
3408 return; 3781 return;
3409 } 3782 }
3410 } 3783 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3784 else if (item->type == SKILL_TOOL && item->invisible)
3785 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3786 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3787 {
3413 3788
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3789 /* 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 3790 * 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, 3791 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3792 * but not all of them, he gets nothing.
3418 */ 3793 */
3419 if (!(skop->attacktype & item->attacktype)) { 3794 if (!(skop->attacktype & item->attacktype))
3795 {
3420 /* Give new attacktype */ 3796 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3797 skop->attacktype |= item->attacktype;
3422 3798
3423 /* always add physical if there's none */ 3799 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3800 skop->attacktype |= AT_PHYSICAL;
3425 3801
3426 if (item->msg != NULL) 3802 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3803 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3804
3429 /* Give player new face */ 3805 /* Give player new face */
3430 if (item->animation_id) { 3806 if (item->animation_id)
3807 {
3431 who->face = skop->face; 3808 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3809 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3810 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3811 who->last_anim = 0;
3435 who->state = 0; 3812 who->state = 0;
3436 animate_object(who, who->direction); 3813 animate_object (who, who->direction);
3437 } 3814 }
3815 }
3816 }
3438 } 3817 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3818 else if (item->type == FORCE)
3819 {
3442 /* forces in the treasurelist can alter the player's stats */ 3820 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3821 object *skin;
3822
3444 /* first get the dragon skin force */ 3823 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3825 if (skin == NULL)
3447 if (skin == NULL) return; 3826 return;
3448 3827
3449 /* adding new spellpath attunements */ 3828 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3831 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3832
3453 /* print message */ 3833 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3834 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3835 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3836 {
3457 if (j) 3837 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3838 {
3459 else 3839 if (j)
3460 j = 1; 3840 strcat (buf, " and ");
3841 else
3842 j = 1;
3461 strcat(buf, spellpathnames[i]); 3843 strcat (buf, spellpathnames[i]);
3462 } 3844 }
3463 } 3845 }
3464 strcat(buf,"."); 3846 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3847 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3848 }
3467 3849
3468 /* evtl. adding flags: */ 3850 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3851 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3852 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3853 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3854 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3855 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3856 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3857
3476 /* print message if there is one */ 3858 /* print message if there is one */
3477 if (item->msg != NULL) 3859 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861 }
3862 else
3479 } 3863 {
3480 else {
3481 /* generate misc. treasure */ 3864 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3865 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3866 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); 3867 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3868 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3869 esrv_send_item (who, tmp);
3487 } 3870 }
3488} 3871}
3489 3872
3490/** 3873/**
3491 * Unready an object for a player. This function does nothing if the object was 3874 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3875 * not readied.
3493 */ 3876 */
3877void
3494void player_unready_range_ob(player *pl, object *ob) { 3878player_unready_range_ob (player *pl, object *ob)
3879{
3495 rangetype i; 3880 rangetype i;
3496 3881
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883 {
3498 if (pl->ranges[i] == ob) { 3884 if (pl->ranges[i] == ob)
3885 {
3499 pl->ranges[i] = NULL; 3886 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3887 if (pl->shoottype == i)
3888 {
3501 pl->shoottype = range_none; 3889 pl->shoottype = range_none;
3502 } 3890 }
3503 } 3891 }
3504 } 3892 }
3505} 3893}

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