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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 1.42 by root, Fri Dec 15 19:59:20 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>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return;
89 }
90 motd[0] = '\0';
91 size = 0;
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf);
98 }
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_rules (const object *op)
105{
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 {
115 return;
116 }
117 rules[0] = '\0';
118 size = 0;
119 while (fgets (buf, MAX_BUF, fp) != NULL)
120 {
121 if (*buf == '#')
122 continue;
123 if (size + strlen (buf) >= HUGE_BUF)
124 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break;
127 }
128 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf);
130 }
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp);
133}
134
135void
136send_news (const object *op)
137{
138 char buf[MAX_BUF];
139 char news[HUGE_BUF];
140 char subject[MAX_BUF];
141 FILE *fp;
142 int comp;
143 int size;
144
145 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return;
148 news[0] = '\0';
149 subject[0] = '\0';
150 size = 0;
151 while (fgets (buf, MAX_BUF, fp) != NULL)
152 {
153 if (*buf == '#')
154 continue;
155 if (*buf == '%')
156 { /* send one news */
157 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1);
160 strip_endline (subject);
161 size = 0;
162 news[0] = '\0';
163 }
164 else
165 {
166 if (size + strlen (buf) >= HUGE_BUF)
167 {
168 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 break;
77 } 170 }
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); 171 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 172 size += strlen (buf);
170 } 173 }
171 }
172 174 }
175
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 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); 178 close_and_delete (fp, comp);
179} 179}
180 180
181int
181int playername_ok(const char *cp) { 182playername_ok (const char *cp)
183{
182 /* Don't allow - or _ as first character in the name */ 184 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 185 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
188 return 1; 191 return 1;
189} 192}
190 193
191/* This no longer sets the player map. Also, it now updates 194/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 195 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 196 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 200 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 201 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 202 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 203 * the one that is passed.
201 */ 204 */
202static player* get_player(player *p) { 205static player *
206get_player (player *p)
207{
203 object *op=arch_to_object(get_player_archetype(NULL)); 208 object *op = arch_to_object (get_player_archetype (0));
204 int i; 209 int i;
205 210
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 211 /* Clears basically the entire player structure except
231 * for next and socket. 212 * for next and socket.
232 */ 213 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 214 p->clear ();
234 215
235 /* There are some elements we want initialized to non zero value - 216 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 217 * we deal with that below this point.
237 */ 218 */
238 p->party=NULL; 219 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 220 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 221 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 222 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 223 p->Swap_First = -1;
243 224
244#ifdef AUTOSAVE 225#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 226 p->last_save_tick = 9999999;
246#endif 227#endif
247 228
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 230
250 op->contr=p; /* this aren't yet in archetype */ 231 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 232 p->ob = op;
252 op->speed_left=0.5; 233 op->speed_left = 0.5;
253 op->speed=1.0; 234 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 235 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 236 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op); 242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
260 p->state=ST_ROLL_STAT; 245 p->state = ST_ROLL_STAT;
261 clear_los(op); 246 clear_los (op);
262 247
263 p->gen_sp_armour=10; 248 p->gen_sp_armour = 10;
264 p->last_speed= -1; 249 p->last_speed = -1;
265 p->shoottype=range_none; 250 p->shoottype = range_none;
266 p->bowtype=bow_normal; 251 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 252 p->petmode = pet_normal;
268 p->listening=10; 253 p->listening = 10;
269 p->usekeys=containers; 254 p->usekeys = containers;
270 p->last_weapon_sp= -1; 255 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 256 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 257 p->do_los = 1;
273 p->explore=0; 258 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 259 p->no_shout = 0; /* default can shout */
275 260
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 261 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 262 op->race = op->arch->clone.race;
279 263
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 264 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 265
282 /* we need to clear these to -1 and not zero - otherwise, 266 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 267 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 268 * send new values to the client, as things like exp start
285 * at zero. 269 * at zero.
286 */ 270 */
287 for (i=0; i < NUM_SKILLS; i++) { 271 for (i = 0; i < NUM_SKILLS; i++)
272 {
288 p->last_skill_exp[i] = -1; 273 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 274 p->last_skill_ob[i] = NULL;
290 } 275 }
276
291 for (i=0; i < NROFATTACKS; i++) { 277 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 278 p->last_resist[i] = -1;
293 } 279
294 p->last_stats.exp = -1; 280 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 281 p->last_weight = (uint32) - 1;
296 282
297 p->socket.update_look=0; 283 p->socket->update_look = 0;
298 p->socket.look_position=0; 284 p->socket->look_position = 0;
285
299 return p; 286 return p;
300} 287}
301
302 288
303/* This loads the first map an puts the player on it. */ 289/* This loads the first map an puts the player on it. */
290static void
304static void set_first_map(object *op) 291set_first_map (object *op)
305{ 292{
306 strcpy(op->contr->maplevel, first_map_path); 293 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 294 op->x = -1;
308 op->y = -1; 295 op->y = -1;
309 enter_exit(op, NULL); 296 enter_exit (op, NULL);
310} 297}
311 298
312/* Tries to add player on the connection passwd in ns. 299/* 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 300 * All we can really get in this is some settings like host and display
314 * mode. 301 * mode.
315 */ 302 */
316 303
317int add_player(NewSocket *ns) { 304int
318 player *p; 305add_player (client *ns)
306{
307 player *p = new player;
319 308
320 p=get_player(NULL);
321 p->socket = *ns; 309 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 311
324 fatal(OUT_OF_MEMORY); 312 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 313 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 314
327 * Note that this can result in a client reset if there is partial data 315 p = get_player (p);
328 * on the uncoming socket. 316
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 317 set_first_map (p->ob);
332 318
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 320 add_friendly_object (p->ob);
335 send_rules(p->ob); 321 send_rules (p->ob);
336 send_news(p->ob); 322 send_news (p->ob);
337 display_motd(p->ob); 323 display_motd (p->ob);
338 get_name(p->ob); 324 get_name (p->ob);
325
339 return 0; 326 return 0;
340} 327}
341 328
342/* 329/*
343 * get_player_archetype() return next player archetype from archetype 330 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 331 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 332 * Note: there MUST be at least one player archetype!
346 */ 333 */
334archetype *
347archetype *get_player_archetype(archetype* at) 335get_player_archetype (archetype *at)
348{ 336{
349 archetype *start = at; 337 archetype *start = at;
338
350 for (;;) { 339 for (;;)
340 {
351 if (at==NULL || at->next==NULL) 341 if (at == NULL || at->next == NULL)
352 at=first_archetype; 342 at = first_archetype;
353 else 343 else
354 at=at->next; 344 at = at->next;
355 if(at->clone.type==PLAYER) 345 if (at->clone.type == PLAYER)
356 return at; 346 return at;
357 if (at == start) { 347 if (at == start)
348 {
358 LOG (llevError, "No Player archetypes\n"); 349 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 350 exit (-1);
360 } 351 }
361 } 352 }
362} 353}
363 354
364 355
356object *
365object *get_nearest_player(object *mon) { 357get_nearest_player (object *mon)
358{
366 object *op = NULL; 359 object *op = NULL;
367 player *pl = NULL; 360 player *pl = NULL;
368 objectlink *ol; 361 objectlink *ol;
369 unsigned lastdist; 362 unsigned lastdist;
370 rv_vector rv; 363 rv_vector rv;
371 364
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
366 {
373 /* We should not find free objects on this friendly list, but it 367 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 368 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 369 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 370 * list is also free, so encapsulate this in a while loop.
377 */ 371 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
379 object *tmp=ol->ob; 374 object *tmp = ol->ob;
380 375
381 /* Can't do much more other than log the fact, because the object 376 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 377 * itself will have been cleared.
383 */ 378 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 380 ol = ol->next;
386 remove_friendly_object(tmp); 381 remove_friendly_object (tmp);
387 if (!ol) return op; 382 if (!ol)
388 } 383 return op;
384 }
389 385
390 /* Remove special check for player from this. First, it looks to cause 386 /* 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 387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 388 * 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 389 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 390 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 391 * on_same_map check, as can_detect_enemy also does this
396 */ 392 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 393 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 394 continue;
399 395
400 if(lastdist>rv.distance) { 396 if (lastdist > rv.distance)
397 {
401 op=ol->ob; 398 op = ol->ob;
402 lastdist=rv.distance; 399 lastdist = rv.distance;
403 } 400 }
404 } 401 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 402 for (pl = first_player; pl != NULL; pl = pl->next)
403 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 404 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
407 406
408 if(lastdist>rv.distance) { 407 if (lastdist > rv.distance)
409 op=pl->ob; 408 {
410 lastdist=rv.distance; 409 op = pl->ob;
411 } 410 lastdist = rv.distance;
412 } 411 }
412 }
413 } 413 }
414#if 0 414#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 416#endif
417 return op; 417 return op;
418} 418}
419 419
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 420/* 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 421 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 422 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 459 * 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, 460 * 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 461 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 462 * is blocking itself.
463 */ 463 */
464int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 465path_to_player (object *mon, object *pl, unsigned mindiff)
466{
465 rv_vector rv; 467 rv_vector rv;
466 sint16 x,y; 468 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 469 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 470 maptile *m, *lastmap;
469 471
470 get_rangevector(mon, pl, &rv, 0); 472 get_rangevector (mon, pl, &rv, 0);
471 473
472 if (rv.distance<mindiff) return 0; 474 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; 475 return 0;
725}
726 476
727void confirm_password(object *op) { 477 x = mon->x;
478 y = mon->y;
479 m = mon->map;
480 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
483 /* If we can't solve it within the search distance, return now. */
484 if (diff > max)
485 return 0;
486 while (diff > 1 && max > 0)
487 {
488 lastx = x;
489 lasty = y;
490 lastmap = m;
491 x = lastx + freearr_x[dir];
492 y = lasty + freearr_y[dir];
728 493
494 mflags = get_map_flags (m, &m, x, y, &x, &y);
495 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
496
497 /* Space is blocked - try changing direction a little */
498 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
499 && (m == mon->map && blocked_link (mon, m, x, y))))
500 {
501 /* recalculate direction from last good location. Possible
502 * we were not traversing ideal location before.
503 */
504 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
505 if (rv.direction != dir)
506 {
507 /* OK - says direction should be different - lets reset the
508 * the values so it will try again.
509 */
510 x = lastx;
511 y = lasty;
512 m = lastmap;
513 dir = firstdir = rv.direction;
514 }
515 else
516 {
517 /* direct path is blocked - try taking a side step to
518 * either the left or right.
519 * Note increase the values in the loop below to be
520 * more than -1/1 respectively will mean the monster takes
521 * bigger detour. Have to be careful about these values getting
522 * too big (3 or maybe 4 or higher) as the monster may just try
523 * stepping back and forth
524 */
525 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526 {
527 if (i == 0)
528 continue; /* already did this, so skip it */
529 /* Use lastdir here - otherwise,
530 * since the direction that the creature should move in
531 * may change, you could get infinite loops.
532 * ie, player is northwest, but monster can only
533 * move west, so it does that. It goes some distance,
534 * gets blocked, finds that it should move north,
535 * can't do that, but now finds it can move east, and
536 * gets back to its original point. lastdir contains
537 * the last direction the creature has successfully
538 * moved.
539 */
540
541 x = lastx + freearr_x[absdir (lastdir + i)];
542 y = lasty + freearr_y[absdir (lastdir + i)];
543 m = lastmap;
544 mflags = get_map_flags (m, &m, x, y, &x, &y);
545 if (mflags & P_OUT_OF_MAP)
546 continue;
547 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
548 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
549 continue;
550 if (mflags & P_BLOCKSVIEW)
551 continue;
552
553 if (m == mon->map && blocked_link (mon, m, x, y))
554 break;
555 }
556 /* go through entire loop without finding a valid
557 * sidestep to take - thus, no valid path.
558 */
559 if (i == (DETOUR_AMOUNT + 1))
560 return 0;
561 diff--;
562 lastdir = dir;
563 max--;
564 if (!firstdir)
565 firstdir = dir + i;
566 } /* else check alternate directions */
567 } /* if blocked */
568 else
569 {
570 /* we moved towards creature, so diff is less */
571 diff--;
572 max--;
573 lastdir = dir;
574 if (!firstdir)
575 firstdir = dir;
576 }
577 if (diff <= 1)
578 {
579 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance.
581 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
584 }
585 if (diff > max)
586 return 0;
587 }
588 /* If we reached the max, didn't find a direction in time */
589 if (!max)
590 return 0;
591
592 return firstdir;
593}
594
595void
596give_initial_items (object *pl, treasurelist * items)
597{
598 object *op, *next = NULL;
599
600 if (pl->randomitems != NULL)
601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
602
603 for (op = pl->inv; op; op = next)
604 {
605 next = op->below;
606
607 /* Forces get applied per default, unless they have the
608 * flag "neutral" set. Sorry but I can't think of a better way
609 */
610 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
611 SET_FLAG (op, FLAG_APPLIED);
612
613 /* we never give weapons/armour if these cannot be used
614 * by this player due to race restrictions
615 */
616 if (pl->type == PLAYER)
617 {
618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
619 (op->type == ARMOUR || op->type == BOOTS ||
620 op->type == CLOAK || op->type == HELMET ||
621 op->type == SHIELD || op->type == GLOVES ||
622 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
623 {
624 op->destroy ();
625 continue;
626 }
627 }
628
629 /* This really needs to be better - we should really give
630 * a substitute spellbook. The problem is that we don't really
631 * have a good idea what to replace it with (need something like
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */
635 if (op->type == SPELLBOOK || op->type == SKILL)
636 {
637 object *tmp;
638
639 for (tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 {
645 op->destroy ();
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
647 continue;
648 }
649
650 if (op->nrof > 1)
651 op->nrof = 1;
652 }
653
654 if (op->type == SPELLBOOK && op->inv)
655 {
656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
657 }
658
659 /* Give starting characters identified, uncursed, and undamned
660 * items. Just don't identify gold or silver, or it won't be
661 * merged properly.
662 */
663 if (need_identify (op))
664 {
665 SET_FLAG (op, FLAG_IDENTIFIED);
666 CLEAR_FLAG (op, FLAG_CURSED);
667 CLEAR_FLAG (op, FLAG_DAMNED);
668 }
669 if (op->type == SPELL)
670 {
671 op->destroy ();
672 continue;
673 }
674 else if (op->type == SKILL)
675 {
676 SET_FLAG (op, FLAG_CAN_USE_SKILL);
677 op->stats.exp = 0;
678 op->level = 1;
679 }
680 /* lock all 'normal items by default */
681 else
682 SET_FLAG (op, FLAG_INV_LOCKED);
683 } /* for loop of objects in player inv */
684
685 /* Need to set up the skill pointers */
686 link_player_skills (pl);
687}
688
689void
690get_name (object *op)
691{
729 op->contr->write_buf[0]='\0'; 692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 768 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 770}
733 771
772void
734void get_party_password(object *op, partylist *party) { 773get_party_password (object *op, partylist *party)
774{
735 if (party == NULL) { 775 if (party == NULL)
776 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 778 return;
738 } 779 }
739 op->contr->write_buf[0]='\0'; 780 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 781 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 782 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 784}
744 785
745 786
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int
747int roll_stat(void) { 789roll_stat (void)
790{
748 int a[4],i,j,k; 791 int a[4], i, j, k;
749 792
750 for(i=0;i<4;i++) 793 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 794 a[i] = (int) RANDOM () % 6 + 1;
752 795
753 for(i=0,j=0,k=7;i<4;i++) 796 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 797 if (a[i] < k)
755 k=a[i],j=i; 798 k = a[i], j = i;
756 799
757 for(i=0,k=0;i<4;i++) { 800 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 801 {
802 if (i != j)
803 k += a[i];
804 }
761 return k; 805 return k;
762} 806}
763 807
808void
764void roll_stats(object *op) { 809roll_stats (object *op)
810{
765 int sum=0; 811 int sum = 0;
766 int i = 0, j = 0; 812 int i = 0, j = 0;
767 int statsort[7]; 813 int statsort[7];
768 814
815 do
769 do { 816 {
770 op->stats.Str=roll_stat(); 817 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 818 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 819 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 820 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 821 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 822 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 823 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 824 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+ 825 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 826 while (sum < 82 || sum > 116);
781 827
782 /* Sort the stats so that rerolling is easier... */ 828 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 829 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 830 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 831 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 832 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 833 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 834 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 835 statsort[6] = op->stats.Cha;
790 836
791 /* a quick and dirty bubblesort? */ 837 /* a quick and dirty bubblesort? */
838 do
792 do { 839 {
793 if (statsort[i] < statsort[i + 1]) { 840 if (statsort[i] < statsort[i + 1])
841 {
794 j = statsort[i]; 842 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 843 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 844 statsort[i + 1] = j;
797 i = 0; 845 i = 0;
798 } else { 846 }
799 i++; 847 else
800 } 848 {
849 i++;
850 }
851 }
801 } while (i < 6); 852 while (i < 6);
802 853
803 op->stats.Str = statsort[0]; 854 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 855 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 856 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 857 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 858 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 859 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 860 op->stats.Cha = statsort[6];
810 861
811 862
812 op->contr->orig_stats.Str=op->stats.Str; 863 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 864 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 865 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 866 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 867 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 868 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 869 op->contr->orig_stats.Cha = op->stats.Cha;
819 870
820 op->level=1; 871 op->level = 1;
821 op->stats.exp=0; 872 op->stats.exp = 0;
822 op->stats.ac=0; 873 op->stats.ac = 0;
823 874
824 op->contr->levhp[1] = 9; 875 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 876 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 877 op->contr->levgrace[1] = 3;
827 878
828 fix_player(op); 879 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 880 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 881 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 882 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 883 op->contr->orig_stats = op->stats;
833} 884}
834 885
886void
835void Roll_Again(object *op) 887Roll_Again (object *op)
836{ 888{
837 esrv_new_player(op->contr, 0); 889 esrv_new_player (op->contr, 0);
890 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)? "); 891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 892}
840 893
894void
841void Swap_Stat(object *op,int Swap_Second) 895Swap_Stat (object *op, int Swap_Second)
842{ 896{
843 signed char tmp; 897 signed char tmp;
844 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
845 899
846 if ( op->contr->Swap_First == -1 ) { 900 if (op->contr->Swap_First == -1)
901 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 902 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,"); 903 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"); 904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 905 return;
851 } 906 }
852 907
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 909
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 910 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));
857 911
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 913
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 915 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 916 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 917 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 918 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 919 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 920 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 921 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 922 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 923 op->stats.ac = 0;
870 924
871 op->level=1; 925 op->level = 1;
872 op->stats.exp=0; 926 op->stats.exp = 0;
873 op->stats.ac=0; 927 op->stats.ac = 0;
874 928
875 op->contr->levhp[1] = 9; 929 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 930 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 931 op->contr->levgrace[1] = 3;
878 932
879 fix_player(op); 933 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 936 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 937 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 938 op->contr->Swap_First = -1;
885} 939}
886 940
887 941
888/* This code has been greatly reduced, because with set_attr_value 942/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 943 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 944 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 945 * 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 946 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 947 * the number's access that stat. The table does that translation.
894 */ 948 */
949int
895int key_roll_stat(object *op, char key) 950key_roll_stat (object *op, char key)
896{ 951{
897 int keynum = key -'0'; 952 int keynum = key - '0';
898 char buf[MAX_BUF]; 953 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 955
901 if (keynum>0 && keynum<=7) { 956 if (keynum > 0 && keynum <= 7)
957 {
902 if (op->contr->Swap_First==-1) { 958 if (op->contr->Swap_First == -1)
959 {
903 op->contr->Swap_First=stat_trans[keynum]; 960 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 962 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 963 }
907 else 964 else
908 Swap_Stat(op,stat_trans[keynum]); 965 Swap_Stat (op, stat_trans[keynum]);
909 966
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 968 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 } 969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
921 981
922#if 0 982#if 0
923 /* So that enter_exit will put us at startx/starty */ 983 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 984 op->x = -1;
925 985
926 enter_exit(op,NULL); 986 enter_exit (op, NULL);
927#endif 987#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 988 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 989 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 990 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"); 991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 993 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 994 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 995 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 996 return 0;
936 } 997 }
937 case 'y': 998 case 'y':
938 case 'Y': 999 case 'Y':
939 roll_stats(op); 1000 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1002 return 1;
942 1003
943 case 'q': 1004 case 'q':
944 case 'Q': 1005 case 'Q':
945 play_again(op); 1006 play_again (op);
946 return 1; 1007 return 1;
947 1008
948 default: 1009 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1011 return 0;
951 } 1012 }
952 return 0; 1013 return 0;
953} 1014}
954 1015
955/* This function takes the key that is passed, and does the 1016/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1017 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1018 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1019 * separate race and class; this actually changes the RACE,
959 * not the class. 1020 * not the class.
960 */ 1021 */
961 1022
1023int
962int key_change_class(object *op, char key) 1024key_change_class (object *op, char key)
963{ 1025{
964 int tmp_loop; 1026 int tmp_loop;
965 1027
966 if(key=='q'||key=='Q') { 1028 if (key == 'q' || key == 'Q')
1029 {
967 remove_ob(op); 1030 op->remove ();
968 play_again(op); 1031 play_again (op);
969 return 0; 1032 return 0;
970 } 1033 }
971 if(key=='d'||key=='D') { 1034 if (key == 'd' || key == 'D')
1035 {
972 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
973 1037
974 /* this must before then initial items are given */ 1038 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1039 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1040
1041 treasurelist *tl = find_treasurelist ("starting_wealth");
1042 if (tl)
1043 create_treasure (tl, op, 0, 0, 0);
1044
978 INVOKE_PLAYER (BIRTH, op->contr); 1045 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1046 INVOKE_PLAYER (LOGIN, op->contr);
980 1047
981 op->contr->state=ST_PLAYING; 1048 op->contr->state = ST_PLAYING;
982 1049
983 if (op->msg) { 1050 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1051 op->msg = NULL;
986 }
987 1052
988 /* We create this now because some of the unique maps will need it 1053 /* We create this now because some of the unique maps will need it
989 * to save here. 1054 * to save here.
990 */ 1055 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1057 make_path_to_file (buf);
993 1058
994#ifdef AUTOSAVE 1059#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1060 op->contr->last_save_tick = pticks;
996#endif 1061#endif
997 start_info(op); 1062 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1063 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1064 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1065 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1066 esrv_send_inventory (op, op);
1002 fix_player(op); 1067 fix_player (op);
1003 1068
1004 /* This moves the player to a different start map, if there 1069 /* This moves the player to a different start map, if there
1005 * is one for this race 1070 * is one for this race
1006 */ 1071 */
1007 if(*first_map_ext_path) { 1072 if (*first_map_ext_path)
1073 {
1008 object *tmp; 1074 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1075 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1076
1012 first_map_ext_path, op->arch->name); 1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1078 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1079 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1080 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1081 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1083 * if the map isn't there, then stay on the
1019 * default initial map */ 1084 * default initial map */
1020 free_object(tmp); 1085 tmp->destroy ();
1086 }
1021 } else { 1087 else
1088 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1089 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1090 }
1024 return 0; 1091 return 0;
1025 } 1092 }
1026 1093
1027 /* Following actually changes the race - this is the default command 1094 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1095 * if we don't match with one of the options above.
1029 */ 1096 */
1030 1097
1031 tmp_loop = 0; 1098 tmp_loop = 0;
1032 while(!tmp_loop) { 1099 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1100 {
1101 shstr name = op->name;
1034 int x = op->x, y = op->y; 1102 int x = op->x, y = op->y;
1103
1035 remove_statbonus(op); 1104 remove_statbonus (op);
1036 remove_ob (op); 1105 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1106 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1107 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1108 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1109 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1110 op->name = op->name_pl = name;
1042 op->name = name; 1111 op->x = x;
1043 free_string(op->name_pl); 1112 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 */ 1113 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1114 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1115 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1116 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1117 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1118 }
1119
1056 update_object(op,UP_OBJ_FACE); 1120 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1121 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1122 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1123 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1124 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1125 op->stats.grace = 0;
1126
1062 if (op->msg) 1127 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1130 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; 1131 return 0;
1066} 1132}
1067 1133
1134int
1068int key_confirm_quit(object *op, char key) 1135key_confirm_quit (object *op, char key)
1069{ 1136{
1070 char buf[MAX_BUF]; 1137 char buf[MAX_BUF];
1071 1138
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1073 op->contr->state=ST_PLAYING; 1141 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1143 return 1;
1076 } 1144 }
1077 1145
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1146 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1147 INVOKE_PLAYER (QUIT, op->contr);
1080 1148
1081 terminate_all_pets(op); 1149 terminate_all_pets (op);
1082 leave_map(op); 1150 leave_map (op);
1083 op->direction=0; 1151 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1153
1087 strcpy(op->contr->killer,"quit"); 1154 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1155 check_score (op);
1089 op->contr->party=NULL; 1156 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1157 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1158 op->contr->own_title[0] = '\0';
1092 1159
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1161 {
1162 maptile *mp, *next;
1095 1163
1096 /* We need to hunt for any per player unique maps in memory and 1164 /* 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, 1165 * 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 1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1167 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1102 next = mp->next; 1171 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1172 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1173 delete_map (mp);
1105 } 1174 }
1106 1175
1107 delete_character(op->name, 1); 1176 delete_character (op->name, 1);
1108 } 1177 }
1178
1109 play_again(op); 1179 play_again (op);
1110 return 1; 1180 return 1;
1111} 1181}
1112 1182
1183void
1113void flee_player(object *op) { 1184flee_player (object *op)
1185{
1114 int dir,diff; 1186 int dir, diff;
1115 rv_vector rv; 1187 rv_vector rv;
1116 1188
1117 if(op->stats.hp < 0) { 1189 if (op->stats.hp < 0)
1190 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1191 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1192 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1193 return;
1121 } 1194 }
1122 1195
1123 if(op->enemy==NULL) { 1196 if (op->enemy == NULL)
1197 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1198 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1199 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1200 return;
1127 } 1201 }
1128 1202
1129 /* Seen some crashes here. Since we don't store an 1203 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1204 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1205 * actual enemy, and the object is recycled.
1132 */ 1206 */
1133 if (op->enemy->map == NULL) { 1207 if (op->enemy->map == NULL)
1208 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1210 op->enemy = NULL;
1136 return; 1211 return;
1137 } 1212 }
1138 1213
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1214 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 {
1140 op->enemy=NULL; 1216 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1218 return;
1143 } 1219 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1220 get_rangevector (op, op->enemy, &rv, 0);
1145 1221
1146 dir=absdir(4+rv.direction); 1222 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1223 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 } 1224 {
1225 int m = 1 - (RANDOM () & 2);
1226
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return;
1230 }
1231 }
1154 /* Cornered, get rid of scared */ 1232 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1234 op->enemy = NULL;
1157} 1235}
1158 1236
1159 1237
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1238/* 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 1239 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1240 * stop.
1163 */ 1241 */
1242int
1164int check_pick(object *op) { 1243check_pick (object *op)
1244{
1165 object *tmp, *next; 1245 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1246 int stop = 0;
1168 int j, k, wvratio; 1247 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1248 char putstring[128], tmpstr[16];
1170 1249
1171
1172 /* if you're flying, you cna't pick up anything */ 1250 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1251 if (op->move_type & MOVE_FLYING)
1174 return 1; 1252 return 1;
1175 1253
1176 op_tag = op->count;
1177
1178 next = op->below; 1254 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1255
1182 /* loop while there are items on the floor that are not marked as 1256 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1257 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1258 while (next && !next->destroyed ())
1185 { 1259 {
1186 tmp = next; 1260 tmp = next;
1187 next = tmp->below; 1261 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1262
1191 if (was_destroyed (op, op_tag)) 1263 if (op->destroyed ())
1192 return 0; 1264 return 0;
1193 1265
1194 if ( ! can_pick (op, tmp)) 1266 if (!can_pick (op, tmp))
1195 continue; 1267 continue;
1196 1268
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1270 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1271 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1272 pick_up (op, tmp);
1201 continue; 1273 continue;
1202 } 1274 }
1203 1275
1204 /* high not bit set? We're using the old autopickup model */ 1276 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1277 if (!(op->contr->mode & PU_NEWMODE))
1278 {
1206 switch (op->contr->mode) { 1279 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1280 {
1208 case 1: pick_up (op, tmp); 1281 case 0:
1209 return 1; 1282 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1283 case 1:
1211 return 0; 1284 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1285 return 1;
1213 case 4: pick_up (op, tmp); 1286 case 2:
1214 break; 1287 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1288 return 0;
1216 stop = 1; 1289 case 3:
1217 break; 1290 return 0; /* stop before pickup */
1218 case 6: 1291 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1292 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1293 break;
1221 pick_up(op, tmp); 1294 case 5:
1222 break; 1295 pick_up (op, tmp);
1296 stop = 1;
1297 break;
1298 case 6:
1299 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1300 pick_up (op, tmp);
1301 break;
1223 1302
1224 case 7: 1303 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1304 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1305 pick_up (op, tmp);
1227 break; 1306 break;
1228 1307
1229 default: 1308 default:
1230 /* use value density */ 1309 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1311 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1312 pick_up (op, tmp);
1234 >= op->contr->mode) 1313 }
1235 pick_up(op,tmp); 1314 }
1236 } 1315 else
1237 } 1316 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1317 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1318 if (op->contr->mode & PU_DEBUG)
1241 { 1319 {
1242 /* some debugging code to figure out item information */ 1320 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1321 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1323 &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)))); 1324 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1326 &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); 1327 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1328
1253 sprintf(putstring,"...flags: "); 1329 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1330 for (k = 0; k < 4; k++)
1255 { 1331 {
1256 for(j=0;j<32;j++) 1332 for (j = 0; j < 32; j++)
1257 { 1333 {
1258 if((tmp->flags[k]>>j)&0x01) 1334 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1335 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1336 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1337 strcat (putstring, tmpstr);
1262 } 1338 }
1263 } 1339 }
1264 } 1340 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1342
1267#if 0 1343#if 0
1268 /* print the flags too */ 1344 /* print the flags too */
1269 for(k=0;k<4;k++) 1345 for (k = 0; k < 4; k++)
1270 { 1346 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1348 for (j = 0; j < 32; j++)
1273 { 1349 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1351 if (!((j + 1) % 4))
1276 } 1352 fprintf (stderr, " ");
1353 }
1277 fprintf(stderr," [%d]\n", k*32); 1354 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1355 }
1279#endif 1356#endif
1280 } 1357 }
1281 /* philosophy: 1358 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1359 * 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 1360 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1361 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1362 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1363 * example.
1287 * The drawback: right now it has no frontend, so you need to 1364 * 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 1365 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1366 * convert to decimal and then 'pickup <#>
1290 */ 1367 */
1291 1368
1292 /* the first two modes are exclusive: if NOTHING we return, if 1369 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1370 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1371 * meaning if any test passes, the item gets picked up. */
1295 1372
1296 /* if mode is set to pick nothing up, return */ 1373 /* if mode is set to pick nothing up, return */
1297 1374
1298 if(op->contr->mode & PU_NOTHING) return 1; 1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1299 1377
1300 /* if mode is set to stop when encountering objects, return */ 1378 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1379 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1380 * anything up */
1303 1381
1304 if(op->contr->mode & PU_STOP) return 0; 1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1305 1384
1306 /* useful for going into stores and not losing your settings... */ 1385 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1386 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1387 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1310 1390
1311 /* prevent us from turning into auto-thieves :) */ 1391 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue;
1313 1394
1314 /* ignore known cursed objects */ 1395 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1397 continue;
1316 1398
1317 /* all food and drink if desired */ 1399 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1400 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1401 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1402 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1403 {
1404 pick_up (op, tmp);
1405 continue;
1406 }
1407
1322 if(op->contr->mode & PU_DRINK) 1408 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1409 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; } 1410 {
1411 pick_up (op, tmp);
1412 continue;
1413 }
1325 1414
1326 if(op->contr->mode & PU_POTION) 1415 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1416 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1417 {
1418 pick_up (op, tmp);
1419 continue;
1420 }
1329 1421
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1422 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1423 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1424 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1334 if(op->contr->mode & PU_SKILLSCROLL) 1430 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1431 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1337 if(op->contr->mode & PU_READABLES) 1437 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1340 1443
1341 /* wands/staves/rods/horns */ 1444 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1345 1451
1346 /* pick up all magical items */ 1452 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1453 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1454 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; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1350 1459
1351 if(op->contr->mode & PU_VALUABLES) 1460 if (op->contr->mode & PU_VALUABLES)
1352 { 1461 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1462 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1463 {
1355 } 1464 pick_up (op, tmp);
1465 continue;
1466 }
1467 }
1356 1468
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1469 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1470 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1471 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1361 1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1362 /* bows and arrows. Bows are good for selling! */ 1485 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1486 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1487 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1366 if(op->contr->mode & PU_ARROW) 1493 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1494 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1369 1499
1370 /* all kinds of armor etc. */ 1500 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1501 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1502 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1374 if(op->contr->mode & PU_HELMET) 1508 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1509 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1377 if(op->contr->mode & PU_SHIELD) 1515 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1516 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1380 if(op->contr->mode & PU_BOOTS) 1522 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1523 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1383 if(op->contr->mode & PU_GLOVES) 1529 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1530 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1386 if(op->contr->mode & PU_CLOAK) 1536 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1537 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1389 1542
1390 /* hoping to catch throwing daggers here */ 1543 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1544 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1394 1550
1395 /* careful: chairs and tables are weapons! */ 1551 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1552 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1553 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1554 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1555 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1558 {
1403 } 1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1564 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1565 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1567 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 pick_up (op, tmp);
1409 } 1569 continue;
1410 } 1570 }
1571 }
1572 }
1411 1573
1412 /* misc stuff that's useful */ 1574 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1575 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1416 1581
1417 /* any of the last 4 bits set means we use the ratio for value 1582 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1583 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1584 if (op->contr->mode & PU_RATIO)
1420 { 1585 {
1421 /* use value density to decide what else to grab */ 1586 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1587 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1588 /* >=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 */ 1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1591 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1592 {
1428 pick_up(op, tmp); 1593 pick_up (op, tmp);
1429#if 0 1594#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1596 if (tmp->name != NULL)
1597 {
1432 fprintf(stderr,"%s", tmp->name); 1598 fprintf (stderr, "%s", tmp->name);
1433 } 1599 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1600 else
1601 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1602 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1604#endif
1438 continue; 1605 continue;
1439 } 1606 }
1607 }
1608 } /* the new pickup model */
1440 } 1609 }
1441 } /* the new pickup model */ 1610
1442 }
1443 return ! stop; 1611 return !stop;
1444} 1612}
1445 1613
1446/* 1614/*
1447 * Find an arrow in the inventory and after that 1615 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1616 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1617 * found object is returned.
1450 */ 1618 */
1619object *
1451object *find_arrow(object *op, const char *type) 1620find_arrow (object *op, const char *type)
1452{ 1621{
1453 object *tmp = NULL; 1622 object *tmp = NULL;
1454 1623
1455 for(op=op->inv; op; op=op->below) 1624 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1625 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); 1626 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1627 else if (op->type == ARROW && op->race == type)
1460 return op; 1628 return op;
1461 return tmp; 1629 return tmp;
1462} 1630}
1463 1631
1464/* 1632/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1633 * 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 1634 * 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 1635 * 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. 1636 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1637 */
1470 1638
1639object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1640find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1641{
1473 object *tmp = NULL, *arrow, *ntmp; 1642 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1643 int attacknum, attacktype, betterby = 0, i;
1475 1644
1476 if (!type) 1645 if (!type)
1477 return NULL; 1646 return NULL;
1478 1647
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1648 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1649 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1651 {
1652 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1653 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1654 if (i > betterby)
1485 tmp = ntmp; 1655 {
1486 betterby = i; 1656 tmp = ntmp;
1487 } 1657 betterby = i;
1658 }
1659 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1660 else if (arrow->type == ARROW && arrow->race == type)
1661 {
1489 /* allways prefer assasination/slaying */ 1662 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1664 {
1492 if (arrow->attacktype & AT_DEATH) { 1665 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1666 {
1494 return arrow; 1667 *better = 100;
1495 } else { 1668 return arrow;
1496 tmp = arrow; 1669 }
1670 else
1671 {
1672 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1673 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1674 }
1499 } else { 1675 }
1676 else
1677 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 {
1501 attacktype = 1<<attacknum; 1680 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1681 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) { 1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1683 {
1684 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1686 }
1507 } 1687 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1689 {
1690 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1691 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1692 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1694 {
1695 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1696 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1697 }
1698 }
1699 }
1516 } 1700 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1701 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1702 return find_arrow (op, type);
1521 1703
1522 *better = betterby; 1704 *better = betterby;
1523 return tmp; 1705 return tmp;
1524} 1706}
1525 1707
1526/* looks in a given direction, finds the first valid target, and calls 1708/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1709 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1710 * op = the shooter
1529 * type = bow->race 1711 * type = bow->race
1530 * dir = fire direction 1712 * dir = fire direction
1531 */ 1713 */
1532 1714
1715object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1716pick_arrow_target (object *op, const char *type, int dir)
1534{ 1717{
1535 object *tmp = NULL; 1718 object *tmp = NULL;
1536 mapstruct *m; 1719 maptile *m;
1537 int i, mflags, found, number; 1720 int i, mflags, found, number;
1538 sint16 x, y; 1721 sint16 x, y;
1539 1722
1540 if (op->map == NULL) 1723 if (op->map == NULL)
1541 return find_arrow(op, type); 1724 return find_arrow (op, type);
1542 1725
1543 /* do a dex check */ 1726 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1727 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))) 1728 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1729 return find_arrow (op, type);
1547 1730
1548 m = op->map; 1731 m = op->map;
1549 x = op->x; 1732 x = op->x;
1550 y = op->y; 1733 y = op->y;
1551 1734
1552 /* find the first target */ 1735 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1736 for (i = 0, found = 0; i < 20; i++)
1737 {
1554 x += freearr_x[dir]; 1738 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1739 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1740 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 {
1558 tmp = NULL; 1743 tmp = NULL;
1559 break; 1744 break;
1745 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1749 * perhaps a bad assumption.
1563 */ 1750 */
1564 tmp = NULL; 1751 tmp = NULL;
1565 break; 1752 break;
1566 } 1753 }
1567 if (mflags & P_IS_ALIVE) { 1754 if (mflags & P_IS_ALIVE)
1755 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1757 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1758 {
1571 break; 1759 found++;
1572 } 1760 break;
1761 }
1573 if (found) 1762 if (found)
1574 break; 1763 break;
1575 } 1764 }
1576 } 1765 }
1577 if (tmp == NULL) 1766 if (tmp == NULL)
1578 return find_arrow(op, type); 1767 return find_arrow (op, type);
1579 1768
1580 if (tmp->head) 1769 if (tmp->head)
1581 tmp = tmp->head; 1770 tmp = tmp->head;
1582 1771
1583 return find_better_arrow(op, tmp, type, &i); 1772 return find_better_arrow (op, tmp, type, &i);
1584} 1773}
1585 1774
1586/* 1775/*
1587 * Creature fires a bow - op can be monster or player. Returns 1776 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1777 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1780 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1781 * 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 1782 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1783 * player fire modes.
1595 */ 1784 */
1785int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1787{
1599 object *left, *bow; 1788 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1789 int bowspeed, mflags;
1602 mapstruct *m; 1790 maptile *m;
1603 1791
1604 if (!dir) { 1792 if (!dir)
1793 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1795 return 0;
1607 } 1796 }
1608 if (op->type == PLAYER) 1797 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1798 bow = op->contr->ranges[range_bow];
1610 else { 1799 else
1800 {
1611 for(bow=op->inv; bow; bow=bow->below) 1801 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1802 /* 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. 1803 * don't need to switch back and forth between bows and weapons.
1614 */ 1804 */
1615 if(bow->type==BOW) 1805 if (bow->type == BOW)
1616 break; 1806 break;
1617 1807
1618 if (!bow) { 1808 if (!bow)
1809 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1811 return 0;
1621 } 1812 }
1622 } 1813 }
1623 if( !bow->race || !bow->skill) { 1814 if (!bow->race || !bow->skill)
1815 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1817 return 0;
1626 } 1818 }
1627 1819
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1821
1630 /* penalize ROF for bestarrow */ 1822 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1825 if (bowspeed < 1)
1634 bowspeed = 1; 1826 bowspeed = 1;
1635 1827
1636 if (arrow == NULL) { 1828 if (arrow == NULL)
1829 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1830 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 {
1638 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1833 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 */ 1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1835 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1836 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1837 return 0;
1645 } 1838 }
1646 } 1839 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1841 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1842 {
1843 return 0;
1844 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1848 return 0;
1654 } 1849 }
1655 1850
1656 /* this should not happen, but sometimes does */ 1851 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1852 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1853 {
1854 arrow->destroy ();
1855 return 0;
1856 }
1662 1857
1663 left = arrow; /* these are arrows left to the player */ 1858 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1859 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1860 if (arrow == NULL)
1861 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1863 return 0;
1669 return 0;
1670 } 1864 }
1671 set_owner(arrow, op); 1865 arrow->set_owner (op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1866 arrow->skill = bow->skill;
1674 1867
1675 arrow->direction=dir; 1868 arrow->direction = dir;
1676 arrow->x = sx; 1869 arrow->x = sx;
1677 arrow->y = sy; 1870 arrow->y = sy;
1678 1871
1679 if (op->type == PLAYER) { 1872 if (op->type == PLAYER)
1873 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1875 fix_player (op);
1682 } 1876 }
1683 1877
1684 SET_ANIMATION(arrow, arrow->direction); 1878 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1880 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1881 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1882 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1883 arrow->spellarg = strdup (arrow->slaying);
1690 1884
1691 /* Note that this was different for monsters - they got their level 1885 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1886 * added to the damage. I think the strength bonus is more proper.
1693 */ 1887 */
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 1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1699 /* update the speed */ 1891 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1893 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 1894
1705 if (arrow->speed < 1.0) 1895 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1896 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1897 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1898 arrow->speed_left = 0;
1709 1899
1710 if (op->type == PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1904 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 1905
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1907 }
1908 else
1909 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1910 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; 1911 arrow->level = op->level;
1722 } 1912 }
1913
1723 if (arrow->attacktype == AT_PHYSICAL) 1914 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1915 arrow->attacktype |= bow->attacktype;
1916
1725 if (bow->slaying != NULL) 1917 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1918 arrow->slaying = bow->slaying;
1727 1919
1728 arrow->map = m; 1920 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1921 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1923
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1924 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); 1925 insert_ob_in_map (arrow, m, op, 0);
1735 1926
1736 if (!was_destroyed(arrow, tag)) 1927 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1928 move_arrow (arrow);
1738 1929
1739 if (op->type == PLAYER) { 1930 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1931 {
1932 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1933 esrv_del_item (op->contr, left->count);
1742 else 1934 else
1743 esrv_send_item(op, left); 1935 esrv_send_item (op, left);
1744 } 1936 }
1937
1745 return 1; 1938 return 1;
1746} 1939}
1747 1940
1748/* Special fire code for players - this takes into 1941/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1942 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1943 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1944 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1945 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1946 * hence the function name.
1754 */ 1947 */
1948int
1755int player_fire_bow(object *op, int dir) 1949player_fire_bow (object *op, int dir)
1756{ 1950{
1757 int ret=0, wcmod=0; 1951 int ret = 0, wcmod = 0;
1758 1952
1759 if (op->contr->bowtype == bow_bestarrow) { 1953 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1954 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1955 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); 1956 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1960 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1962 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1963 else if (op->contr->bowtype == bow_threewide)
1964 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1965 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)]); 1966 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)]); 1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1969 else if (op->contr->bowtype == bow_spreadshot)
1970 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1971 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); 1972 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); 1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1974
1777 } else { 1975 }
1976 else
1977 {
1778 /* Simple case */ 1978 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1980 }
1781 return ret; 1981 return ret;
1782} 1982}
1783 1983
1784 1984
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1985/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1986 * Broken apart from 'fire' to keep it more readable.
1787 */ 1987 */
1988void
1788void fire_misc_object(object *op, int dir) 1989fire_misc_object (object *op, int dir)
1789{ 1990{
1790 object *item; 1991 object *item;
1791 1992
1792 if (!op->contr->ranges[range_misc]) { 1993 if (!op->contr->ranges[range_misc])
1994 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1996 return;
1795 } 1997 }
1796 1998
1797 item = op->contr->ranges[range_misc]; 1999 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2000 if (!item->inv)
2001 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2002 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2003 return;
1801 } 2004 }
1802 if (item->type == WAND) { 2005 if (item->type == WAND)
2006 {
1803 if(item->stats.food<=0) { 2007 if (item->stats.food <= 0)
2008 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2009 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)); 2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2011 return;
1807 } 2012 }
2013 }
1808 } else if (item->type == ROD || item->type==HORN) { 2014 else if (item->type == ROD || item->type == HORN)
2015 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2019 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2020 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)); 2021 else
1814 else 2022 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; 2023 return;
1818 } 2024 }
1819 } 2025 }
1820 2026
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2027 if (cast_spell (op, item, dir, item->inv, NULL))
2028 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1824 if (!(--item->stats.food)) { 2032 if (!(--item->stats.food))
1825 object *tmp; 2033 {
1826 if (item->arch) { 2034 object *tmp;
2035
2036 if (item->arch)
2037 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2038 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2039 item->face = item->arch->clone.face;
1829 item->speed = 0; 2040 item->speed = 0;
1830 update_ob_speed(item); 2041 update_ob_speed (item);
1831 } 2042 }
1832 if ((tmp=is_player_inv(item))) 2043 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2044 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2045 }
1835 } 2046 }
1836 else if (item->type == ROD || item->type==HORN) { 2047 else if (item->type == ROD || item->type == HORN)
2048 {
1837 drain_rod_charge(item); 2049 drain_rod_charge (item);
1838 } 2050 }
1839 } 2051 }
1840} 2052}
1841 2053
1842/* Received a fire command for the player - go and do it. 2054/* Received a fire command for the player - go and do it.
1843 */ 2055 */
2056void
1844void fire(object *op,int dir) { 2057fire (object *op, int dir)
2058{
1845 int spellcost=0; 2059 int spellcost = 0;
1846 2060
1847 /* check for loss of invisiblity/hide */ 2061 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2062 if (action_makes_visible (op))
2063 make_visible (op);
1849 2064
1850 switch(op->contr->shoottype) { 2065 switch (op->contr->shoottype)
2066 {
1851 case range_none: 2067 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; 2068 return;
1888 default: 2069
2070 case range_bow:
2071 player_fire_bow (op, dir);
2072 return;
2073
2074 case range_magic: /* Casting spells */
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2076 return;
2077
2078 case range_misc:
2079 fire_misc_object (op, dir);
2080 return;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2106 return;
1891 } 2107 }
1892} 2108}
1893 2109
1894 2110
1895 2111
1902 * inv is the objects inventory to searched 2118 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2119 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2120 * This function can be called recursively to search containers.
1905 */ 2121 */
1906 2122
2123object *
1907object * find_key(object *pl, object *container, object *door) 2124find_key (object *pl, object *container, object *door)
1908{ 2125{
1909 object *tmp,*key; 2126 object *tmp, *key;
1910 2127
1911 /* Should not happen, but sanity checking is never bad */ 2128 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2129 if (container->inv == NULL)
2130 return NULL;
1913 2131
1914 /* First, lets try to find a key in the top level inventory */ 2132 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2134 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2135 if (door->type == DOOR && tmp->type == KEY)
2136 break;
1917 /* For sanity, we should really check door type, but other stuff 2137 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2138 * (like containers) can be locked with special keys
1919 */ 2139 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2141 break;
1922 } 2142 }
1923 /* No key found - lets search inventories now */ 2143 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2144 /* 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 2145 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2146 * a key, return
1927 */ 2147 */
1928 if (!tmp) { 2148 if (!tmp)
2149 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2151 {
1930 /* No reason to search empty containers */ 2152 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2153 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2154 {
2155 if ((key = find_key (pl, tmp, door)) != NULL)
2156 return key;
2157 }
2158 }
2159 if (!tmp)
2160 return NULL;
1933 } 2161 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2162 /* 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 2163 * see if we actually want to use it
1939 */ 2164 */
1940 if (pl!=container) { 2165 if (pl != container)
2166 {
1941 /* Only let players use keys in containers */ 2167 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2168 if (!pl->contr)
2169 return NULL;
1943 /* cases where this fails: 2170 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2171 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2172 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2173 * If the container is not active, return now since only active
1947 * containers can be used. 2174 * containers can be used.
1948 * If we only search keyrings and the container does not have 2175 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2176 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2177 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2178 * inv must have been an container and must have been active.
1952 * 2179 *
1953 * Change the color so that the message doesn't disappear with 2180 * Change the color so that the message doesn't disappear with
1954 * all the others. 2181 * all the others.
1955 */ 2182 */
1956 if (pl->contr->usekeys == key_inventory || 2183 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2184 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2186 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2188 "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; 2189 return NULL;
1965 } 2190 }
1966 } 2191 }
1967 return tmp; 2192 return tmp;
1968} 2193}
1969 2194
1970/* moved door processing out of move_player_attack. 2195/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2196 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2197 * such that the caller should not do anything more,
1973 * 0 otherwise 2198 * 0 otherwise
1974 */ 2199 */
2200static int
1975static int player_attack_door(object *op, object *door) 2201player_attack_door (object *op, object *door)
1976{ 2202{
1977 2203
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2204 /* 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 - 2205 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2206 * otherwise, we fall through to the rest of the code.
1981 */ 2207 */
1982 object *key=find_key(op, op, door); 2208 object *key = find_key (op, op, door);
1983 2209
1984 /* IF we found a key, do some extra work */ 2210 /* IF we found a key, do some extra work */
1985 if (key) { 2211 if (key)
2212 {
1986 object *container=key->env; 2213 object *container = key->env;
1987 2214
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2216 if (action_makes_visible (op))
2217 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2220 if (door->type == DOOR)
2221 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2223 }
1994 else if(door->type==LOCKED_DOOR) { 2224 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2225 {
1996 "You open the door with the %s", query_short_name(key)); 2226 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 ;-) */ 2227 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2228 }
1999 /* Do this after we print the message */ 2229 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2230 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2231 /* Need to update the weight the container the key was in */
2002 if (container != op) 2232 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2233 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2234 return 1; /* Nothing more to do below */
2235 }
2005 } else if (door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
2237 {
2006 /* Might as well return now - no other way to open this */ 2238 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2240 return 1;
2009 } 2241 }
2010 return 0; 2242 return 0;
2011} 2243}
2012 2244
2013/* This function is just part of a breakup from move_player. 2245/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2246 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2247 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2248 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2249 * going to try and move (not fire weapons).
2018 */ 2250 */
2019 2251
2252void
2020void move_player_attack(object *op, int dir) 2253move_player_attack (object *op, int dir)
2021{ 2254{
2022 object *tmp, *mon, *tpl; 2255 object *tmp, *mon;
2023 sint16 nx, ny; 2256 sint16 nx, ny;
2024 int on_battleground; 2257 int on_battleground;
2025 mapstruct *m; 2258 maptile *m;
2026 2259
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2260 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2261 ny = freearr_y[dir] + op->y;
2031 2262
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2263 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2264
2034 /* If braced, or can't move to the square, and it is not out of the 2265 /* 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 2266 * 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 2267 * 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 2268 * 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 2269 * 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 2270 * 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 2271 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2272 * move_ob uses.
2042 */ 2273 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2278 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2279 if (!m)
2047 } 2280 return; /* Don't think this should happen */
2048 else m =tpl->map; 2281 }
2049 2282 else
2283 m = op->map;
2284
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2288 return;
2053 } 2289 }
2054 2290
2055 mon = NULL; 2291 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2292 /* 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. 2293 * 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 2294 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2295 * on the space
2060 */ 2296 */
2061 while (tmp!=NULL) { 2297 while (tmp != NULL)
2298 {
2062 if (tmp == op) { 2299 if (tmp == op)
2063 tmp=tmp->above; 2300 {
2064 continue; 2301 tmp = tmp->above;
2065 } 2302 continue;
2303 }
2304
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2306 {
2068 break; 2307 mon = tmp;
2069 } 2308 break;
2309 }
2310
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2312 mon = tmp;
2313
2072 tmp=tmp->above; 2314 tmp = tmp->above;
2073 } 2315 }
2074 2316
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2317 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2318 return; /* into a wall */
2077 2319
2078 if(mon->head != NULL) 2320 if (mon->head != NULL)
2079 mon = mon->head; 2321 mon = mon->head;
2080 2322
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2324 if (player_attack_door (op, mon))
2325 return;
2083 2326
2084 /* The following deals with possibly attacking peaceful 2327 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2328 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2329 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2330 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2331 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2332 * and thus will not push them.
2090 */ 2333 */
2091 2334
2092 /* If the creature is a pet, push it even if the player is not 2335 /* 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 2336 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2337 * player owns it and it is either friendly or unagressive.
2095 */ 2338 */
2096 if ((op->type==PLAYER) 2339 if ((op->type == PLAYER)
2097#if COZY_SERVER 2340#if COZY_SERVER
2098 && 2341 &&
2099 ( 2342 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2344#else
2105 && get_owner(mon)==op 2345 && mon->owner == op
2106#endif 2346#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2348 {
2109 /* If we're braced, we don't want to switch places with it */ 2349 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2350 if (op->contr->braced)
2351 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2353 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2354 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op);
2114 return; 2356 return;
2115 } 2357 }
2116 2358
2117 /* in certain circumstances, you shouldn't attack friendly 2359 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2360 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2361 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2362 * attack them either.
2121 */ 2363 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2364 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2366#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2367 (op->contr->peaceful
2368 || (mon->type == PLAYER
2369 && mon->contr->
2370 peaceful)) &&
2127#else 2371#else
2128 op->contr->peaceful && 2372 op->contr->peaceful &&
2129#endif 2373#endif
2130 !on_battleground 2374 !on_battleground))
2375 {
2376 if (!op->contr->braced)
2131 )) { 2377 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2379 (void) push_ob (mon, dir, op);
2135 } else { 2380 }
2381 else
2382 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2383 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2384 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2385 if (op->contr->tmp_invis || op->hide)
2139 } 2386 make_visible (op);
2387 }
2140 2388
2141 /* If the object is a boulder or other rollable object, then 2389 /* 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. 2390 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2391 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2393 {
2145 recursive_roll(mon,dir,op); 2394 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2395 if (action_makes_visible (op))
2147 } 2396 make_visible (op);
2397 }
2148 2398
2149 /* Any generic living creature. Including things like doors. 2399 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2400 * 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: 2401 * 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 2402 * 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. 2403 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2404 */
2155 2405
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2408 {
2159 2409
2160 /* If the player hasn't hit something this tick, and does 2410 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2411 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2412 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2413 * incurred a 1 tick offset.
2164 */ 2414 */
2165 if (!op->contr->has_hit) { 2415 if (!op->contr->has_hit)
2416 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2417 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2418
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2420 }
2170 2421
2171 skill_attack(mon, op, 0, NULL, NULL); 2422 skill_attack (mon, op, 0, NULL, NULL);
2172 2423
2173 /* If attacking another player, that player gets automatic 2424 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2425 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2426 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2427 * the wiz.
2177 */ 2428 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2429 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)) { 2430 {
2180 short luck = mon->stats.luck; 2431 short luck = mon->stats.luck;
2432
2181 mon->contr->has_hit = 1; 2433 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2434 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2435 mon->stats.luck = luck;
2184 } 2436 }
2185 if(action_makes_visible(op)) make_visible(op); 2437 if (action_makes_visible (op))
2186 } 2438 make_visible (op);
2439 }
2187 } /* if player should attack something */ 2440 } /* if player should attack something */
2188} 2441}
2189 2442
2443int
2190int move_player(object *op,int dir) { 2444move_player (object *op, int dir)
2445{
2191 int pick; 2446 int pick;
2192 object *transport = op->contr->transport;
2193 2447
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2448 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; 2449 return 0;
2450
2451 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9))
2453 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0;
2456 }
2457
2458 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461
2462 op->facing = dir;
2463
2464 if (op->hide)
2465 do_hidden_move (op);
2466
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ;
2469 else if (op->contr->fire_on)
2470 fire (op, dir);
2471 else
2472 {
2473 move_player_attack (op, dir);
2474 pick = check_pick (op);
2475 }
2476
2477 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing.
2479 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir;
2483 }
2484 else
2485 {
2486 op->direction = 0;
2487 }
2488 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities
2490 * for players.
2491 */
2492 animate_object (op, op->facing);
2493 return 0;
2256} 2494}
2257 2495
2258/* This is similar to handle_player, below, but is only used by the 2496/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2497 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2498 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2499 * the new speed values for commands.
2262 * 2500 *
2263 * Returns true if there are more actions we can do. 2501 * Returns true if there are more actions we can do.
2264 */ 2502 */
2503int
2265int handle_newcs_player(object *op) 2504handle_newcs_player (object *op)
2266{ 2505{
2267 if (op->contr->hidden) { 2506 if (op->contr->hidden)
2507 {
2268 op->invisible = 1000; 2508 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2509 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2510 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2511 * alternate it here for it to work correctly.
2272 */ 2512 */
2273 if (pticks & 2) op->invisible--; 2513 if (pticks & 2)
2514 op->invisible--;
2274 } 2515 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2276 op->invisible--; 2518 op->invisible--;
2277 if(!op->invisible) { 2519 if (!op->invisible)
2520 {
2278 make_visible(op); 2521 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2523 }
2281 } 2524 }
2282 2525
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2526 if (QUERY_FLAG (op, FLAG_SCARED))
2527 {
2284 flee_player(op); 2528 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2529 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 {
2287 op->speed_left--; 2532 op->speed_left--;
2288 return 0; 2533 return 0;
2289 } 2534 }
2290 } 2535 }
2291 2536
2292 /* I've been seeing crashes where the golem has been destroyed, but 2537 /* 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 2538 * 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 2539 * 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. 2540 * put this in a a workaround to clean up the golem pointer.
2296 */ 2541 */
2297 if (op->contr->ranges[range_golem] && 2542 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; 2543 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2544
2304 /* call this here - we also will call this in do_ericserver, but 2545 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2546 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2547 * called, so we recheck it here.
2307 */ 2548 */
2308 HandleClient(&op->contr->socket, op->contr); 2549 HandleClient (op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0; 2550 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; 2551 return 0;
2324}
2325 2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2557
2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568
2569 return 0;
2570}
2571
2572int
2326int save_life(object *op) { 2573save_life (object *op)
2327 object *tmp; 2574{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2575 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; 2576 return 0;
2577
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583
2584 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count);
2586
2587 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589
2590 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp;
2592
2593 if (op->stats.food < 0)
2594 op->stats.food = 999;
2595
2596 fix_player (op);
2597 return 1;
2598 }
2599
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE);
2602 enter_player_savebed (op); /* bring him home. */
2603 return 0;
2354} 2604}
2355 2605
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2606/* 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 2607 * 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 2608 * function will descend into containers. op is the object to start the search
2359 * from. 2609 * from.
2360 */ 2610 */
2611void
2361void remove_unpaid_objects(object *op, object *env) 2612remove_unpaid_objects (object *op, object *env)
2362{ 2613{
2363 object *next; 2614 object *next;
2364 2615
2365 while (op) { 2616 while (op)
2617 {
2366 next=op->below; /* Make sure we have a good value, in case 2618 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2619 * we remove object 'op'
2368 */ 2620 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2622 {
2623 op->remove ();
2371 op->x = env->x; 2624 op->x = env->x;
2372 op->y = env->y; 2625 op->y = env->y;
2373 if (env->type == PLAYER) 2626 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2627 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2628 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2629 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2630 else if (op->inv)
2378 op=next; 2631 remove_unpaid_objects (op->inv, env);
2632
2633 op = next;
2379 } 2634 }
2380} 2635}
2381 2636
2382 2637
2383/* 2638/*
2385 * Moved from apply.c to player.c - player.c is what 2640 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2641 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2642 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2643 * but there isn't one in the server directory.
2389 */ 2644 */
2645char *
2390char *gravestone_text (object *op) 2646gravestone_text (object *op)
2391{ 2647{
2392 static char buf2[MAX_BUF]; 2648 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2650 time_t now = time (NULL);
2395 2651
2396 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2655 else
2400 sprintf (buf, "%s\n", op->name); 2656 sprintf (buf, "%s\n", &op->name);
2657
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2659 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2660 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2662 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2666 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2667 if (op->type == PLAYER)
2668 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2671 strcat (buf2, buf);
2413 } 2672 }
2673
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2676 strcat (buf2, buf);
2677
2417 return buf2; 2678 return buf2;
2418} 2679}
2419 2680
2420 2681
2421 2682
2683void
2422void do_some_living(object *op) { 2684do_some_living (object *op)
2685{
2423 int last_food=op->stats.food; 2686 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2687 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2688 int over_hp, over_sp, over_grace;
2426 int i; 2689 int i;
2427 int rate_hp = 1200; 2690 int rate_hp = 1200;
2428 int rate_sp = 2500; 2691 int rate_sp = 2500;
2429 int rate_grace = 2000; 2692 int rate_grace = 2000;
2430 const int max_hp = 1; 2693 const int max_hp = 1;
2431 const int max_sp = 1; 2694 const int max_sp = 1;
2432 const int max_grace = 1; 2695 const int max_grace = 1;
2433 2696
2434 if (op->contr->outputs_sync) { 2697 if (op->contr->outputs_sync)
2698 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2700 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]); 2701 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2702 }
2440 2703
2441 if(op->contr->state==ST_PLAYING) { 2704 if (op->contr->state == ST_PLAYING)
2705 {
2442 2706
2443 /* these next three if clauses make it possible to SLOW DOWN 2707 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2708 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2709 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2711 else
2712 {
2448 gen_hp = op->stats.maxhp; 2713 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2715 }
2451 if(op->contr->gen_sp >= 0 ) 2716 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2718 else
2719 {
2454 gen_sp = op->stats.maxsp; 2720 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2722 }
2457 if(op->contr->gen_grace >= 0) 2723 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2725 else
2726 {
2460 gen_grace = op->stats.maxgrace; 2727 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2729 }
2463 2730
2464 /* Regenerate Spell Points */ 2731 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2734 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) { 2735 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2736 {
2737 op->stats.sp++;
2469 /* dms do not consume food */ 2738 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2740 {
2741 op->stats.food--;
2472 if(op->contr->digestion<0) 2742 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2743 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2744 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; 2745 op->stats.food = last_food;
2746 }
2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2477 } 2772 }
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 2773
2498 /* Regenerate Grace */ 2774 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2776 if (--op->last_grace < 0)
2777 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2778 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2779 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2780 if (max_grace > 1)
2781 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2783 if (over_grace > 0)
2506 op->stats.sp += over_grace 2784 {
2785 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; 2786 + (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; 2787 op->last_grace = 0;
2509 } else { 2788 }
2789 else
2790 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2791 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2792 }
2512 } else { 2793 }
2794 else
2795 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2797 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2798 /* wearing stuff doesn't detract from grace generation. */
2516 } 2799 }
2517 2800
2518 /* Regenerate Hit Points */ 2801 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2802 if (--op->last_heal < 0)
2803 {
2520 if(op->stats.hp<op->stats.maxhp) { 2804 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2805 {
2806 op->stats.hp++;
2522 /* dms do not consume food */ 2807 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2808 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2809 {
2810 op->stats.food--;
2525 if(op->contr->digestion<0) 2811 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2812 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2813 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; 2814 op->stats.food = last_food;
2815 }
2816 }
2817 if (max_hp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2823 op->last_heal = 0;
2824 }
2825 else
2826 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2828 }
2829 }
2830 else
2831 {
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 }
2530 } 2834 }
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 2835
2546 /* Digestion */ 2836 /* Digestion */
2547 if(--op->last_eat<0) { 2837 if (--op->last_eat < 0)
2838 {
2548#ifdef COZY_SERVER 2839#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2842#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2843 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 2844#endif
2556 2845
2557 if(op->contr->gen_hp > 0) 2846 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2848 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2850 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2851 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2852 op->stats.food--;
2853 }
2564 } 2854 }
2565 2855
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2857 {
2567 object *tmp, *flesh=NULL; 2858 object *tmp, *flesh = NULL;
2568 2859
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2867 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2868 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2869 break;
2576 } 2870 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2871 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2872 flesh = tmp;
2579 } /* end of for loop */ 2873 } /* End if paid for object */
2874 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2875 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2876 * eat flesh instead.
2582 */ 2877 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2881 manual_apply (op, flesh, 0);
2586 } 2882 }
2587 } /* end if player is starving */ 2883 } /* end if player is starving */
2588 2884
2589 while(op->stats.food<0&&op->stats.hp>0) 2885 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2886 op->stats.food++, op->stats.hp--;
2591 2887
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2889 kill_player (op);
2594} 2890}
2595 2891
2596 2892
2597 2893
2598/* If the player should die (lack of hp, food, etc), we call this. 2894/* 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 2895 * 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 2896 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2897 * file.
2602 */ 2898 */
2899void
2603void kill_player(object *op) 2900kill_player (object *op)
2604{ 2901{
2605 char buf[MAX_BUF]; 2902 char buf[MAX_BUF];
2606 int x,y,i; 2903 int x, y;
2904
2905 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2906 maptile *map; /* this is for resurrection */
2907
2608 int z; 2908 /* int z;
2609 int num_stats_lose; 2909 int num_stats_lose;
2610 int lost_a_stat; 2910 int lost_a_stat;
2611 int lose_this_stat; 2911 int lose_this_stat;
2612 int this_stat; 2912 int this_stat; */
2613 int will_kill_again; 2913 int will_kill_again;
2614 archetype *at; 2914 archetype *at;
2615 object *tmp; 2915 object *tmp;
2616 2916
2617 if(save_life(op)) 2917 if (save_life (op))
2618 return; 2918 return;
2619 2919
2620 2920
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2921 /* 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. 2922 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2923 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2924 */
2625 if (op_on_battleground(op, &x, &y)) { 2925 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2926 {
2627 "You have been defeated in combat!"); 2927 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, 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2929
2630
2631 /* restore player */ 2930 /* restore player */
2632 at = find_archetype("poisoning"); 2931 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2933 if (tmp)
2635 remove_ob(tmp); 2934 {
2636 free_object(tmp); 2935 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2937 }
2639 2938
2640 at = find_archetype("confusion"); 2939 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2940 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2941 if (tmp)
2643 remove_ob(tmp); 2942 {
2644 free_object(tmp); 2943 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2945 }
2647 2946
2648 cure_disease(op,0); /* remove any disease */ 2947 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2948 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2949 if (op->stats.food <= 0)
2651 2950 op->stats.food = 999;
2951
2652 /* create a bodypart-trophy to make the winner happy */ 2952 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2953 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2954 if (tmp != NULL)
2655 { 2955 {
2656 sprintf(buf,"%s's finger",op->name); 2956 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2957 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2958 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2959 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2961 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2962 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2963 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2964 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2965 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2966 }
2967
2669 /* teleport defeated player to new destination*/ 2968 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2969 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2970 op->contr->braced = 0;
2672 return; 2971 return;
2673 } 2972 }
2674 2973
2675 INVOKE_PLAYER (DEATH, op->contr); 2974 INVOKE_PLAYER (DEATH, op->contr);
2676 2975
2677 command_kill_pets (op, 0); 2976 command_kill_pets (op, 0);
2678 2977
2679 if(op->stats.food<0) { 2978 if (op->stats.food < 0)
2979 {
2680 if (op->contr->explore) { 2980 if (op->contr->explore)
2981 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2982 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..."); 2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2984 op->stats.food = 999;
2684 return; 2985 return;
2685 } 2986 }
2686 sprintf(buf,"%s starved to death.",op->name); 2987 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2988 strcpy (op->contr->killer, "starvation");
2989 }
2990 else
2688 } 2991 {
2689 else {
2690 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2994 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..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2996 op->stats.hp = op->stats.maxhp;
2694 return; 2997 return;
2695 } 2998 }
2696 sprintf(buf,"%s died.",op->name); 2999 sprintf (buf, "%s died.", &op->name);
2697 } 3000 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3002
2700 /* save the map location for corpse, gravestone*/ 3003 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
2702 3007
2703 3008
2704 if (settings.not_permadeth == TRUE) { 3009 if (settings.not_permadeth == TRUE)
3010 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3011 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3012 * 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. 3013 * See the config.h file for a little more in depth detail about this.
2708 */ 3014 */
2709 3015
2710 /* Basically two ways to go - remove a stat permanently, or just 3016 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3017 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3018 * of death.
2713 */ 3019 */
2714#ifndef COZY_SERVER 3020#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3021 if (settings.balanced_stat_loss)
3022 {
2716 /* If stat loss is permanent, lose one stat only. */ 3023 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3024 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3025 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3026 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3027 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3028 little bit harder. */
2722 /* GD */ 3029 /* GD */
2723 if (settings.stat_loss_on_death) 3030 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3031 num_stats_lose = 1;
2725 else 3032 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3034 }
3035 else
3036 {
2728 num_stats_lose = 1; 3037 num_stats_lose = 1;
2729 } 3038 }
2730 lost_a_stat = 0; 3039 lost_a_stat = 0;
2731 3040
2732 for (z=0; z<num_stats_lose; z++) { 3041 for (z = 0; z < num_stats_lose; z++)
3042 {
2733 i = RANDOM() % NUM_STATS; 3043 i = RANDOM () % NUM_STATS;
2734 3044
2735 if (settings.stat_loss_on_death) { 3045 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 3046 {
2750 dep = present_arch_in_ob(deparch,op); 3047 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3048 * what he lost.
2752 dep = arch_to_object(deparch); 3049 */
2753 insert_ob_in_ob(dep, op); 3050 change_attr_value (&(op->stats), i, -1);
2754 } 3051 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3052 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3053 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3055 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 3056 }
2783 if (lose_this_stat) { 3057 else
3058 {
3059 /* deplete a stat */
3060 archetype *deparch = archetype::find ("depletion");
3061 object *dep;
3062
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 {
3066 dep = arch_to_object (deparch);
3067 insert_ob_in_ob (dep, op);
3068 }
3069 lose_this_stat = 1;
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0)
3076 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3105 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3106 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3107 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3108 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3109 * difference.
2790 */ 3110 */
2791 if (this_stat>=-50) { 3111 if (this_stat >= -50)
3112 {
2792 change_attr_value(&(dep->stats), i, -1); 3113 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3114 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3116 fix_player (op);
2796 lost_a_stat = 1; 3117 lost_a_stat = 1;
2797 } 3118 }
2798 } 3119 }
2799 } 3120 }
2800 } 3121 }
2801 /* If no stat lost, tell the player. */ 3122 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3123 if (!lost_a_stat)
2803 { 3124 {
2804 /* determine_god() seems to not work sometimes... why is this? 3125 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3126 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3127 const char *god = determine_god (op);
3128
2807 if (god && (strcmp(god, "none"))) 3129 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3130 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" 3131 else
2810 " you.", god); 3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3133 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3134#else
2813 " feel a holy presence protecting you."); 3135 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 3136#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 3137
2819 /* Put a gravestone up where the character 'almost' died. List the 3138 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3139 * exp loss on the stone.
2821 */ 3140 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3141 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3142 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3143 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3144 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3145 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3146 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" 3147 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; 3148 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3149 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3150
2836 /**************************************/ 3151 /**************************************/
2837 /* */ 3152 /* */
2838 /* Subtract the experience points, */ 3153 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3154 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3155 /* food, and reset HP's... */
2841 /* */ 3156 /* */
2842 /**************************************/ 3157 /**************************************/
2843 3158
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3159 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3160 /* restore player */
2846 at = find_archetype("poisoning"); 3161 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3162 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3163
2849 remove_ob(tmp); 3164 if (tmp)
2850 free_object(tmp); 3165 {
3166 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3168 }
2853 3169
2854 at = find_archetype("confusion"); 3170 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3171 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3172 if (tmp)
2857 remove_ob(tmp); 3173 {
2858 free_object(tmp); 3174 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3176 }
3177
2861 cure_disease(op,0); /* remove any disease */ 3178 cure_disease (op, 0); /* remove any disease */
2862 3179
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3180 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3181 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3182 if (op->stats.food < 100)
3183 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3184 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3187
2870 /* 3188 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3189 * 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 3190 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3191 * in the map.
2874 */ 3192 */
2875 3193
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3194 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3195 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3196
2884 /****************************************/ 3197 /****************************************/
2885 /* */ 3198 /* */
2886 /* Move player to his current respawn- */ 3199 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3200 /* position (usually last savebed) */
2888 /* */ 3201 /* */
2889 /****************************************/ 3202 /****************************************/
2890 3203
2891 enter_player_savebed(op); 3204 enter_player_savebed (op);
2892 3205
2893 /* Save the player before inserting the force to reduce 3206 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3207 * chance of abuse.
2895 */ 3208 */
2896 op->contr->braced=0; 3209 op->contr->braced = 0;
2897 save_player(op,1); 3210 save_player (op, 1);
2898 3211
2899 /* it is possible that the player has blown something up 3212 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3213 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3214 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3215 * on the space that might harm the player.
2903 */ 3216 */
2904 will_kill_again=0; 3217 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3219 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3220 will_kill_again |= tmp->attacktype;
2908 } 3221
2909 if (will_kill_again) { 3222 if (will_kill_again)
3223 {
2910 object *force; 3224 object *force;
2911 int at; 3225 int at;
2912 3226
2913 force=get_archetype(FORCE_NAME); 3227 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3228 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3229 force->speed = 0.1;
2916 force->speed_left=-5.0; 3230 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3231 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3232 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3233 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3234 force->resist[at] = 100;
2921 } 3235
2922 insert_ob_in_ob(force, op); 3236 insert_ob_in_ob (force, op);
2923 fix_player(op); 3237 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3238
3239 }
3240
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3242 return;
2935 } /* NOT_PERMADETH */ 3243 } /* NOT_PERMADETH */
2936 else { 3244 else
3245 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3247 * should probably be embedded in an else statement.
2939 */ 3248 */
2940 3249
2941 op->contr->party=NULL; 3250 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3251 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3252 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3254 check_score (op);
3255
2946 if(op->contr->ranges[range_golem]!=NULL) { 3256 if (op->contr->ranges[range_golem])
3257 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3258 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3259 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3260 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3261 }
2952 } 3262
2953 loot_object(op); /* Remove some of the items for good */ 3263 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3264 op->remove ();
2955 op->direction=0; 3265 op->direction = 0;
2956 3266
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
2958 delete_character(op->name,0); 3269 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3270 if (settings.resurrection == TRUE)
3271 {
2960 /* save playerfile sans equipment when player dies 3272 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3273 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3274 ** type spells will work on them nicely
2963 */ 3275 */
2964 delete_character(op->name,0); 3276 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3277 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3278 op->stats.food = 999;
2967 3279
2968 /* set the location of where the person will reappear when */ 3280 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3281 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3283 if (op->map != NULL)
2972 op->map = NULL; 3284 op->map = NULL;
2973 op->x = settings.emergency_x; 3285 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3286 op->y = settings.emergency_y;
2975 save_player(op,0); 3287 save_player (op, 0);
2976 op->map = map; 3288 op->map = map;
2977 /* please see resurrection.c: peterm */ 3289 /* please see resurrection.c: peterm */
2978 dead_player(op); 3290 dead_player (op);
2979 } else { 3291 }
3292 else
2980 delete_character(op->name,1); 3293 delete_character (op->name, 1);
2981 } 3294 }
2982 } 3295
2983 play_again(op); 3296 play_again (op);
2984 3297
2985 /* peterm: added to create a corpse at deathsite. */ 3298 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3300 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3301 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3302 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3303 tmp->x = x;
2992 if (tmp->msg) 3304 tmp->y = y;
2993 free_string(tmp->msg); 3305 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3306 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3307 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3308 }
2998} 3309}
2999 3310
3000 3311
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3312void
3313loot_object (object *op)
3314{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3315 object *tmp, *tmp2, *next;
3003 3316
3004 if (op->container) { /* close open sack first */ 3317 if (op->container)
3318 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3319 esrv_apply_container (op, op->container);
3006 } 3320 }
3007 3321
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3322 for (tmp = op->inv; tmp != NULL; tmp = next)
3323 {
3009 next=tmp->below; 3324 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3325 if (tmp->type == EXPERIENCE || tmp->invisible)
3011 remove_ob(tmp); 3326 continue;
3327 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3328 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3329 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3330 { /* empty container to ground */
3015 } 3331 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3332 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3334 {
3018 if(tmp->nrof>1) { 3335 if (tmp->nrof > 1)
3336 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3338 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3339 insert_ob_in_map (tmp, op->map, NULL, 0);
3340 }
3341 else
3342 tmp->destroy ();
3343 }
3022 } else 3344 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3345 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3346 }
3027} 3347}
3028 3348
3029/* 3349/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3350 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3351 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3352 * was changed.
3033 */ 3353 */
3034 3354
3355void
3035void fix_weight(void) { 3356fix_weight (void)
3357{
3036 player *pl; 3358 player *pl;
3359
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363
3039 if(old == sum) 3364 if (old == sum)
3040 continue; 3365 continue;
3041 fix_player(pl->ob); 3366 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3368 }
3045} 3369}
3046 3370
3371void
3047void fix_luck(void) { 3372fix_luck (void)
3373{
3048 player *pl; 3374 player *pl;
3375
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3376 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3377 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3378 change_luck (pl->ob, 0);
3052} 3379}
3053 3380
3054 3381
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3382/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3383 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3384 * just treat this as any other spell casting object.
3058 */ 3385 */
3059 3386
3060void 3387void
3061cast_dust (object * op, object * throw_ob, int dir) 3388cast_dust (object *op, object *throw_ob, int dir)
3062{ 3389{
3063 object *skop, *spob; 3390 object *skop, *spob;
3064 3391
3065 skop = find_skill_by_name (op, throw_ob->skill); 3392 skop = find_skill_by_name (op, throw_ob->skill);
3066 3393
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3394 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3395 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3396 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3397 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3398 return;
3073 } 3399 }
3074 3400
3075 spob = throw_ob->inv; 3401 spob = throw_ob->inv;
3076 3402
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3403 // 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 3404 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3405 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3406 if (!spob)
3081 { 3407 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3408 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; 3409 return;
3085 } 3410 }
3086 3411
3087 if (op->type == PLAYER) 3412 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3413 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3414
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3415 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3416
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3417 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3418}
3096 3419
3420void
3097void make_visible (object *op) { 3421make_visible (object *op)
3422{
3098 op->hide = 0; 3423 op->hide = 0;
3099 op->invisible = 0; 3424 op->invisible = 0;
3100 if(op->type==PLAYER) { 3425 if (op->type == PLAYER)
3426 {
3101 op->contr->tmp_invis = 0; 3427 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3428 op->contr->invis_race = 0;
3103 } 3429 }
3104 update_object(op,UP_OBJ_FACE); 3430 update_object (op, UP_OBJ_FACE);
3105} 3431}
3106 3432
3433int
3107int is_true_undead(object *op) { 3434is_true_undead (object *op)
3435{
3108 object *tmp=NULL; 3436 object *tmp = NULL;
3109 3437
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1;
3111 3440
3112 if(op->type==PLAYER) 3441 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3116 return 0; 3446 return 0;
3117} 3447}
3118 3448
3119/* look at the surrounding terrain to determine 3449/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3450 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3451 * indicate greater hideability.
3122 */ 3452 */
3123 3453
3454int
3124int hideability(object *ob) { 3455hideability (object *ob)
3456{
3125 int i,level=0, mflag; 3457 int i, level = 0, mflag;
3126 sint16 x,y; 3458 sint16 x, y;
3127 3459
3128 if(!ob||!ob->map) return 0; 3460 if (!ob || !ob->map)
3461 return 0;
3129 3462
3130 /* so, on normal lighted maps, its hard to hide */ 3463 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3464 level = ob->map->darkness - 2;
3132 3465
3133 /* this also picks up whether the object is glowing. 3466 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3467 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3468 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3469 if (has_carried_lights (ob))
3470 level = -(10 + (2 * ob->map->darkness));
3137 3471
3138 /* scan through all nearby squares for terrain to hide in */ 3472 /* 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]) { 3473 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3476 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue;
3479 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3481 level += 2;
3144 else /* open terrain! */ 3482 else /* open terrain! */
3145 level -= 1; 3483 level -= 1;
3146 } 3484 }
3147 3485
3148#if 0 3486#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3487 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3488#endif
3151 return level; 3489 return level;
3152} 3490}
3153 3491
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3492/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3493 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3494 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3495 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3496 */
3159 3497
3498void
3160void do_hidden_move (object *op) { 3499do_hidden_move (object *op)
3500{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3502 object *skop;
3163 3503
3164 if(!op || !op->map) return; 3504 if (!op || !op->map)
3505 return;
3165 3506
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3508
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3509 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3510 if (op->type == PLAYER && op->contr->run_on)
3511 {
3170 if(!skop || num >= skop->level) { 3512 if (!skop || num >= skop->level)
3513 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3515 make_visible (op);
3173 return; 3516 return;
3174 } else num += 20; 3517 }
3518 else
3519 num += 20;
3175 } 3520 }
3176 num += op->map->difficulty; 3521 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3522 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3523 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 {
3180 make_visible(op); 3526 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3527 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3529 }
3184 else if (op->type == PLAYER && skop) { 3530 else if (op->type == PLAYER && skop)
3531 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3533 }
3187} 3534}
3188 3535
3189/* determine if who is standing near a hostile creature. */ 3536/* determine if who is standing near a hostile creature. */
3190 3537
3538int
3191int stand_near_hostile( object *who ) { 3539stand_near_hostile (object *who)
3540{
3192 object *tmp=NULL; 3541 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3542 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3543 maptile *m;
3195 sint16 x,y; 3544 sint16 x, y;
3196 3545
3197 if(!who) return 0; 3546 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; 3547 return 0;
3548
3549 if (who->type == PLAYER)
3550 player = 1;
3551
3552 else
3553 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3554
3555 /* search adjacent squares */
3556 for (i = 1; i < 9; i++)
3557 {
3558 x = who->x + freearr_x[i];
3559 y = who->y + freearr_y[i];
3560 m = who->map;
3561 mflags = get_map_flags (m, &m, x, y, &x, &y);
3562 /* space must be blocked if there is a monster. If not
3563 * blocked, don't need to check this space.
3564 */
3565 if (mflags & P_OUT_OF_MAP)
3566 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue;
3569
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3571 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1;
3574 else if (tmp->type == PLAYER)
3575 {
3576 /*don't let a hidden DM prevent you from hiding */
3577 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3578 return 1;
3579 }
3580 }
3581 }
3582 return 0;
3227} 3583}
3228 3584
3229/* check the player los field for viewability of the 3585/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3586 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3587 * 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. 3594 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3595 * -b.t.
3240 * This function is now map tiling safe. 3596 * This function is now map tiling safe.
3241 */ 3597 */
3242 3598
3599int
3243int player_can_view (object *pl,object *op) { 3600player_can_view (object *pl, object *op)
3601{
3244 rv_vector rv; 3602 rv_vector rv;
3245 int dx,dy; 3603 int dx, dy;
3246 3604
3247 if(pl->type!=PLAYER) { 3605 if (pl->type != PLAYER)
3606 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3607 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; 3608 return -1;
3274 op = op->more;
3275 } 3609 }
3610 if (!pl || !op)
3276 return 0; 3611 return 0;
3612
3613 if (op->head)
3614 {
3615 op = op->head;
3616 }
3617 get_rangevector (pl, op, &rv, 0x1);
3618
3619 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any
3621 * part that is in the los array but isnt on
3622 * a blocked los square.
3623 * we use the archetype to figure out offsets.
3624 */
3625 while (op)
3626 {
3627 dx = rv.distance_x + op->arch->clone.x;
3628 dy = rv.distance_y + op->arch->clone.y;
3629
3630 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values.
3633 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 return 1;
3638 op = op->more;
3639 }
3640 return 0;
3277} 3641}
3278 3642
3279/* routine for both players and monsters. We call this when 3643/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3644 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3645 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3646 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3647 * return 0.
3284 */ 3648 */
3649int
3285int action_makes_visible (object *op) { 3650action_makes_visible (object *op)
3651{
3286 3652
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3656 return 0;
3290 3657
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3292 3660
3293 /* If monsters, they should become visible */ 3661 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3665 return 1;
3297 } 3666 }
3298 } 3667 }
3299 return 0; 3668 return 0;
3300} 3669}
3301 3670
3302/* op_on_battleground - checks if the given object op (usually 3671/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3672 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3673 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3674 * -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 3675 * 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 3676 * 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 3677 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3678 */
3679int
3310int op_on_battleground (object *op, int *x, int *y) { 3680op_on_battleground (object *op, int *x, int *y)
3681{
3311 object *tmp; 3682 object *tmp;
3312 3683
3313 /* A battleground-tile needs the following attributes to be valid: 3684 /* 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), 3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3687 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3688 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3689 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3691 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3696 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3697 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 {
3326 object *invtmp; 3700 object *invtmp;
3701
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3703 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3706 if (x != NULL && y != NULL)
3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3708 return 1;
3709 }
3710 }
3711 }
3330 if (x != NULL && y != NULL) 3712 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3714 return 1;
3333 } 3715 }
3334 } 3716 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3717 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3718 /* If we got here, did not find a battleground */
3343 return 0; 3719 return 0;
3344} 3720}
3345 3721
3346/* 3722/*
3350 * attributes: 3726 * attributes:
3351 * object *who the dragon player 3727 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3728 * int atnr the attack-number of the ability focus
3353 * int level ability level 3729 * int level ability level
3354 */ 3730 */
3731void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3732dragon_ability_gain (object *who, int atnr, int level)
3733{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3734 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3735 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3736 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3737 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3738 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3739 int i = 0, j = 0;
3362 3740
3363 /* get the appropriate treasurelist */ 3741 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3742 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3743 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3744 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3745 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3746 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3747 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3748 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3749 trlist = find_treasurelist ("dragon_ability_poison");
3372 3750
3373 if (trlist == NULL || who->type != PLAYER) 3751 if (trlist == NULL || who->type != PLAYER)
3374 return; 3752 return;
3375 3753
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3755
3378
3379 if (tr == NULL || tr->item == NULL) { 3756 if (tr == NULL || tr->item == NULL)
3757 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3759 return;
3382 } 3760 }
3383 3761
3384 /* everything seems okay - now bring on the gift: */ 3762 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3763 item = &(tr->item->clone);
3386 3764
3387 if (item->type == SPELL) { 3765 if (item->type == SPELL)
3766 {
3388 if (check_spell_known (who, item->name)) 3767 if (check_spell_known (who, item->name))
3389 return; 3768 return;
3390 3769
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3770 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); 3771 do_learn_spell (who, item, 0);
3393 return; 3772 return;
3394 } 3773 }
3395 3774
3396 /* grant direct spell */ 3775 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3776 if (item->type == SPELLBOOK)
3777 {
3398 if (!item->inv) { 3778 if (!item->inv)
3779 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3780 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3781 return;
3402 } 3782 }
3403 if (check_spell_known (who, item->inv->name)) 3783 if (check_spell_known (who, item->inv->name))
3404 return; 3784 return;
3405 if (item->invisible) { 3785 if (item->invisible)
3786 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3787 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); 3788 do_learn_spell (who, item->inv, 0);
3408 return; 3789 return;
3409 } 3790 }
3410 } 3791 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3792 else if (item->type == SKILL_TOOL && item->invisible)
3793 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3794 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3795 {
3413 3796
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3797 /* 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 3798 * 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, 3799 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3800 * but not all of them, he gets nothing.
3418 */ 3801 */
3419 if (!(skop->attacktype & item->attacktype)) { 3802 if (!(skop->attacktype & item->attacktype))
3803 {
3420 /* Give new attacktype */ 3804 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3805 skop->attacktype |= item->attacktype;
3422 3806
3423 /* always add physical if there's none */ 3807 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3808 skop->attacktype |= AT_PHYSICAL;
3425 3809
3426 if (item->msg != NULL) 3810 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3811 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3812
3429 /* Give player new face */ 3813 /* Give player new face */
3430 if (item->animation_id) { 3814 if (item->animation_id)
3815 {
3431 who->face = skop->face; 3816 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3817 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3818 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3819 who->last_anim = 0;
3435 who->state = 0; 3820 who->state = 0;
3436 animate_object(who, who->direction); 3821 animate_object (who, who->direction);
3437 } 3822 }
3823 }
3824 }
3438 } 3825 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3826 else if (item->type == FORCE)
3827 {
3442 /* forces in the treasurelist can alter the player's stats */ 3828 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3829 object *skin;
3830
3444 /* first get the dragon skin force */ 3831 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3833 if (skin == NULL)
3447 if (skin == NULL) return; 3834 return;
3448 3835
3449 /* adding new spellpath attunements */ 3836 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3839 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3840
3453 /* print message */ 3841 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3842 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3843 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3844 {
3457 if (j) 3845 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3846 {
3459 else 3847 if (j)
3460 j = 1; 3848 strcat (buf, " and ");
3849 else
3850 j = 1;
3461 strcat(buf, spellpathnames[i]); 3851 strcat (buf, spellpathnames[i]);
3462 } 3852 }
3463 } 3853 }
3464 strcat(buf,"."); 3854 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3855 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3856 }
3467 3857
3468 /* evtl. adding flags: */ 3858 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3859 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3860 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3861 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3862 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3863 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3864 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3865
3476 /* print message if there is one */ 3866 /* print message if there is one */
3477 if (item->msg != NULL) 3867 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3868 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869 }
3870 else
3479 } 3871 {
3480 else {
3481 /* generate misc. treasure */ 3872 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3873 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3874 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); 3875 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3876 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3877 esrv_send_item (who, tmp);
3487 } 3878 }
3488} 3879}
3489 3880
3490/** 3881/**
3491 * Unready an object for a player. This function does nothing if the object was 3882 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3883 * not readied.
3493 */ 3884 */
3885void
3494void player_unready_range_ob(player *pl, object *ob) { 3886player_unready_range_ob (player *pl, object *ob)
3887{
3495 rangetype i; 3888 rangetype i;
3496 3889
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3498 if (pl->ranges[i] == ob) { 3892 if (pl->ranges[i] == ob)
3893 {
3499 pl->ranges[i] = NULL; 3894 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3895 if (pl->shoottype == i)
3896 {
3501 pl->shoottype = range_none; 3897 pl->shoottype = range_none;
3502 } 3898 }
3503 } 3899 }
3504 } 3900 }
3505} 3901}

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