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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 1.44 by root, Sat Dec 16 03:21:08 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 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
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
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
77 } 178 }
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); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 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); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
188 return 1; 200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
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 220 /* Clears basically the entire player structure except
231 * for next and socket. 221 * for next and socket.
232 */ 222 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
234 224
235 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 226 * we deal with that below this point.
237 */ 227 */
238 p->party=NULL; 228 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 232 p->Swap_First = -1;
243 233
244#ifdef AUTOSAVE 234#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
246#endif 236#endif
247 237
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 239
250 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 241 p->ob = op;
252 op->speed_left=0.5; 242 op->speed_left = 0.5;
253 op->speed=1.0; 243 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 245 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 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 */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
260 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
261 clear_los(op); 255 clear_los (op);
262 256
263 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
264 p->last_speed= -1; 258 p->last_speed = -1;
265 p->shoottype=range_none; 259 p->shoottype = range_none;
266 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 261 p->petmode = pet_normal;
268 p->listening=10; 262 p->listening = 10;
269 p->usekeys=containers; 263 p->usekeys = containers;
270 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 266 p->do_los = 1;
273 p->explore=0; 267 p->explore = 0;
274 p->no_shout=0; /* default can shout */ 268 p->no_shout = 0; /* default can shout */
275 269
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 270 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 271 op->race = op->arch->clone.race;
279 272
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 273 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 274
282 /* we need to clear these to -1 and not zero - otherwise, 275 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 276 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 277 * send new values to the client, as things like exp start
285 * at zero. 278 * at zero.
286 */ 279 */
287 for (i=0; i < NUM_SKILLS; i++) { 280 for (i = 0; i < NUM_SKILLS; i++)
281 {
288 p->last_skill_exp[i] = -1; 282 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 283 p->last_skill_ob[i] = NULL;
290 } 284 }
285
291 for (i=0; i < NROFATTACKS; i++) { 286 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 287 p->last_resist[i] = -1;
293 } 288
294 p->last_stats.exp = -1; 289 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 290 p->last_weight = (uint32) - 1;
296 291
297 p->socket.update_look=0; 292 p->socket->update_look = 0;
298 p->socket.look_position=0; 293 p->socket->look_position = 0;
294
299 return p; 295 return p;
300} 296}
301
302 297
303/* This loads the first map an puts the player on it. */ 298/* This loads the first map an puts the player on it. */
299static void
304static void set_first_map(object *op) 300set_first_map (object *op)
305{ 301{
306 strcpy(op->contr->maplevel, first_map_path); 302 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 303 op->x = -1;
308 op->y = -1; 304 op->y = -1;
309 enter_exit(op, NULL); 305 enter_exit (op, NULL);
310} 306}
311 307
312/* Tries to add player on the connection passwd in ns. 308/* 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 309 * All we can really get in this is some settings like host and display
314 * mode. 310 * mode.
315 */ 311 */
316 312
317int add_player(NewSocket *ns) { 313int
318 player *p; 314add_player (client *ns)
315{
316 player *p = new player;
319 317
320 p=get_player(NULL);
321 p->socket = *ns; 318 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 319 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 320
324 fatal(OUT_OF_MEMORY); 321 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 322 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 323
327 * Note that this can result in a client reset if there is partial data 324 p = get_player (p);
328 * on the uncoming socket. 325
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 326 set_first_map (p->ob);
332 327
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 329 add_friendly_object (p->ob);
335 send_rules(p->ob); 330 send_rules (p->ob);
336 send_news(p->ob); 331 send_news (p->ob);
337 display_motd(p->ob); 332 display_motd (p->ob);
338 get_name(p->ob); 333 get_name (p->ob);
334
339 return 0; 335 return 0;
340} 336}
341 337
342/* 338/*
343 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
346 */ 342 */
343archetype *
347archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
348{ 345{
349 archetype *start = at; 346 archetype *start = at;
347
350 for (;;) { 348 for (;;)
349 {
351 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
352 at=first_archetype; 351 at = first_archetype;
353 else 352 else
354 at=at->next; 353 at = at->next;
355 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
356 return at; 355 return at;
357 if (at == start) { 356 if (at == start)
357 {
358 LOG (llevError, "No Player archetypes\n"); 358 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 359 exit (-1);
360 } 360 }
361 } 361 }
362} 362}
363 363
364 364
365object *
365object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
366 object *op = NULL; 368 object *op = NULL;
367 player *pl = NULL; 369 player *pl = NULL;
368 objectlink *ol; 370 objectlink *ol;
369 unsigned lastdist; 371 unsigned lastdist;
370 rv_vector rv; 372 rv_vector rv;
371 373
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
373 /* We should not find free objects on this friendly list, but it 376 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
377 */ 380 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
379 object *tmp=ol->ob; 383 object *tmp = ol->ob;
380 384
381 /* Can't do much more other than log the fact, because the object 385 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 386 * itself will have been cleared.
383 */ 387 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 389 ol = ol->next;
386 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
387 if (!ol) return op; 391 if (!ol)
388 } 392 return op;
393 }
389 394
390 /* Remove special check for player from this. First, it looks to cause 395 /* 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 396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 397 * 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 398 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
396 */ 401 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 403 continue;
399 404
400 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
401 op=ol->ob; 407 op = ol->ob;
402 lastdist=rv.distance; 408 lastdist = rv.distance;
403 } 409 }
404 } 410 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
407 415
408 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
409 op=pl->ob; 417 {
410 lastdist=rv.distance; 418 op = pl->ob;
411 } 419 lastdist = rv.distance;
412 } 420 }
421 }
413 } 422 }
414#if 0 423#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 425#endif
417 return op; 426 return op;
418} 427}
419 428
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 429/* 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 430 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 468 * 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, 469 * 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 470 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 471 * is blocking itself.
463 */ 472 */
473int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
465 rv_vector rv; 476 rv_vector rv;
466 sint16 x,y; 477 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
469 480
470 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
471 482
472 if (rv.distance<mindiff) return 0; 483 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; 484 return 0;
725}
726 485
727void confirm_password(object *op) { 486 x = mon->x;
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492 /* If we can't solve it within the search distance, return now. */
493 if (diff > max)
494 return 0;
495 while (diff > 1 && max > 0)
496 {
497 lastx = x;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
728 502
503 mflags = get_map_flags (m, &m, x, y, &x, &y);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505
506 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
510 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before.
512 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514 if (rv.direction != dir)
515 {
516 /* OK - says direction should be different - lets reset the
517 * the values so it will try again.
518 */
519 x = lastx;
520 y = lasty;
521 m = lastmap;
522 dir = firstdir = rv.direction;
523 }
524 else
525 {
526 /* direct path is blocked - try taking a side step to
527 * either the left or right.
528 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting
531 * too big (3 or maybe 4 or higher) as the monster may just try
532 * stepping back and forth
533 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
537 continue; /* already did this, so skip it */
538 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in
540 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance,
543 * gets blocked, finds that it should move north,
544 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully
547 * moved.
548 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap;
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 if (mflags & P_OUT_OF_MAP)
555 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
559 if (mflags & P_BLOCKSVIEW)
560 continue;
561
562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
564 }
565 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path.
567 */
568 if (i == (DETOUR_AMOUNT + 1))
569 return 0;
570 diff--;
571 lastdir = dir;
572 max--;
573 if (!firstdir)
574 firstdir = dir + i;
575 } /* else check alternate directions */
576 } /* if blocked */
577 else
578 {
579 /* we moved towards creature, so diff is less */
580 diff--;
581 max--;
582 lastdir = dir;
583 if (!firstdir)
584 firstdir = dir;
585 }
586 if (diff <= 1)
587 {
588 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance.
590 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593 }
594 if (diff > max)
595 return 0;
596 }
597 /* If we reached the max, didn't find a direction in time */
598 if (!max)
599 return 0;
600
601 return firstdir;
602}
603
604void
605give_initial_items (object *pl, treasurelist * items)
606{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611
612 for (op = pl->inv; op; op = next)
613 {
614 next = op->below;
615
616 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way
618 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620 SET_FLAG (op, FLAG_APPLIED);
621
622 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions
624 */
625 if (pl->type == PLAYER)
626 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628 (op->type == ARMOUR || op->type == BOOTS ||
629 op->type == CLOAK || op->type == HELMET ||
630 op->type == SHIELD || op->type == GLOVES ||
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 {
633 op->destroy ();
634 continue;
635 }
636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
645 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
663 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667
668 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be
670 * merged properly.
671 */
672 if (need_identify (op))
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
679 {
680 op->destroy ();
681 continue;
682 }
683 else if (op->type == SKILL)
684 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0;
687 op->level = 1;
688 }
689 /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */
693
694 /* Need to set up the skill pointers */
695 link_player_skills (pl);
696}
697
698void
699get_name (object *op)
700{
729 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 779}
733 780
781void
734void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
735 if (party == NULL) { 784 if (party == NULL)
785 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 787 return;
738 } 788 }
739 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 793}
744 794
745 795
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int
747int roll_stat(void) { 798roll_stat (void)
799{
748 int a[4],i,j,k; 800 int a[4], i, j, k;
749 801
750 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
752 804
753 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 806 if (a[i] < k)
755 k=a[i],j=i; 807 k = a[i], j = i;
756 808
757 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 810 {
811 if (i != j)
812 k += a[i];
813 }
761 return k; 814 return k;
762} 815}
763 816
817void
764void roll_stats(object *op) { 818roll_stats (object *op)
819{
765 int sum=0; 820 int sum = 0;
766 int i = 0, j = 0; 821 int i = 0, j = 0;
767 int statsort[7]; 822 int statsort[7];
768 823
824 do
769 do { 825 {
770 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 833 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+ 834 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
781 836
782 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
790 845
791 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
792 do { 848 {
793 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
794 j = statsort[i]; 851 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 853 statsort[i + 1] = j;
797 i = 0; 854 i = 0;
798 } else { 855 }
799 i++; 856 else
800 } 857 {
858 i++;
859 }
860 }
801 } while (i < 6); 861 while (i < 6);
802 862
803 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
810 870
811 871
812 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
819 879
820 op->level=1; 880 op->level = 1;
821 op->stats.exp=0; 881 op->stats.exp = 0;
822 op->stats.ac=0; 882 op->stats.ac = 0;
823 883
824 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
827 887
828 fix_player(op); 888 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
833} 893}
834 894
895void
835void Roll_Again(object *op) 896Roll_Again (object *op)
836{ 897{
837 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 901}
840 902
903void
841void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
842{ 905{
843 signed char tmp; 906 signed char tmp;
844 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
845 908
846 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 911 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,"); 912 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"); 913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 914 return;
851 } 915 }
852 916
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 918
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 919 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));
857 920
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 922
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 932 op->stats.ac = 0;
870 933
871 op->level=1; 934 op->level = 1;
872 op->stats.exp=0; 935 op->stats.exp = 0;
873 op->stats.ac=0; 936 op->stats.ac = 0;
874 937
875 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
878 941
879 fix_player(op); 942 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
885} 948}
886 949
887 950
888/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 954 * 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 955 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
894 */ 957 */
958int
895int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
896{ 960{
897 int keynum = key -'0'; 961 int keynum = key - '0';
898 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 964
901 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
902 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
903 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 972 }
907 else 973 else
908 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
909 975
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
911 return 1; 977 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 } 978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
921 990
922#if 0 991#if 0
923 /* So that enter_exit will put us at startx/starty */ 992 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 993 op->x = -1;
925 994
926 enter_exit(op,NULL); 995 enter_exit (op, NULL);
927#endif 996#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 999 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"); 1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg) 1003 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1005 return 0;
936 } 1006 }
937 case 'y': 1007 case 'y':
938 case 'Y': 1008 case 'Y':
939 roll_stats(op); 1009 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
941 return 1; 1011 return 1;
942 1012
943 case 'q': 1013 case 'q':
944 case 'Q': 1014 case 'Q':
945 play_again(op); 1015 play_again (op);
946 return 1; 1016 return 1;
947 1017
948 default: 1018 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1020 return 0;
951 } 1021 }
952 return 0; 1022 return 0;
953} 1023}
954 1024
955/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
959 * not the class. 1029 * not the class.
960 */ 1030 */
961 1031
1032int
962int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
963{ 1034{
964 int tmp_loop; 1035 int tmp_loop;
965 1036
966 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
967 remove_ob(op); 1039 op->remove ();
968 play_again(op); 1040 play_again (op);
969 return 0; 1041 return 0;
970 } 1042 }
971 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
972 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
973 1046
974 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
978 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
980 1056
981 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
982 1058
983 if (op->msg) { 1059 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1060 op->msg = NULL;
986 }
987 1061
988 /* We create this now because some of the unique maps will need it 1062 /* We create this now because some of the unique maps will need it
989 * to save here. 1063 * to save here.
990 */ 1064 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1066 make_path_to_file (buf);
993 1067
994#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
996#endif 1070#endif
997 start_info(op); 1071 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1074 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1002 fix_player(op); 1076 fix_player (op);
1003 1077
1004 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1005 * is one for this race 1079 * is one for this race
1006 */ 1080 */
1007 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1008 object *tmp; 1083 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1012 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1087 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1019 * default initial map */ 1093 * default initial map */
1020 free_object(tmp); 1094 tmp->destroy ();
1095 }
1021 } else { 1096 else
1097 {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1098 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 1099 }
1024 return 0; 1100 return 0;
1025 } 1101 }
1026 1102
1027 /* Following actually changes the race - this is the default command 1103 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1104 * if we don't match with one of the options above.
1029 */ 1105 */
1030 1106
1031 tmp_loop = 0; 1107 tmp_loop = 0;
1032 while(!tmp_loop) { 1108 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1109 {
1110 shstr name = op->name;
1034 int x = op->x, y = op->y; 1111 int x = op->x, y = op->y;
1112
1035 remove_statbonus(op); 1113 remove_statbonus (op);
1036 remove_ob (op); 1114 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1115 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1116 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1117 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1118 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1119 op->name = op->name_pl = name;
1042 op->name = name; 1120 op->x = x;
1043 free_string(op->name_pl); 1121 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 */ 1122 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1123 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1124 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1125 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1126 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1127 }
1128
1056 update_object(op,UP_OBJ_FACE); 1129 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1130 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1131 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1132 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1133 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1134 op->stats.grace = 0;
1135
1062 if (op->msg) 1136 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1139 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; 1140 return 0;
1066} 1141}
1067 1142
1143int
1068int key_confirm_quit(object *op, char key) 1144key_confirm_quit (object *op, char key)
1069{ 1145{
1070 char buf[MAX_BUF]; 1146 char buf[MAX_BUF];
1071 1147
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1073 op->contr->state=ST_PLAYING; 1150 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1152 return 1;
1076 } 1153 }
1077 1154
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1155 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1156 INVOKE_PLAYER (QUIT, op->contr);
1080 1157
1081 terminate_all_pets(op); 1158 terminate_all_pets (op);
1082 leave_map(op); 1159 leave_map (op);
1083 op->direction=0; 1160 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1162
1087 strcpy(op->contr->killer,"quit"); 1163 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1164 check_score (op);
1089 op->contr->party=NULL; 1165 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1166 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1167 op->contr->own_title[0] = '\0';
1092 1168
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1170 {
1171 maptile *mp, *next;
1095 1172
1096 /* We need to hunt for any per player unique maps in memory and 1173 /* 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, 1174 * 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 1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1176 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1102 next = mp->next; 1180 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1181 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1182 delete_map (mp);
1105 } 1183 }
1106 1184
1107 delete_character(op->name, 1); 1185 delete_character (op->name, 1);
1108 } 1186 }
1187
1109 play_again(op); 1188 play_again (op);
1110 return 1; 1189 return 1;
1111} 1190}
1112 1191
1192void
1113void flee_player(object *op) { 1193flee_player (object *op)
1194{
1114 int dir,diff; 1195 int dir, diff;
1115 rv_vector rv; 1196 rv_vector rv;
1116 1197
1117 if(op->stats.hp < 0) { 1198 if (op->stats.hp < 0)
1199 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1200 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1201 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1202 return;
1121 } 1203 }
1122 1204
1123 if(op->enemy==NULL) { 1205 if (op->enemy == NULL)
1206 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1207 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1208 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1209 return;
1127 } 1210 }
1128 1211
1129 /* Seen some crashes here. Since we don't store an 1212 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1213 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1214 * actual enemy, and the object is recycled.
1132 */ 1215 */
1133 if (op->enemy->map == NULL) { 1216 if (op->enemy->map == NULL)
1217 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1219 op->enemy = NULL;
1136 return; 1220 return;
1137 } 1221 }
1138 1222
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1223 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1224 {
1140 op->enemy=NULL; 1225 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1226 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1227 return;
1143 } 1228 }
1144 get_rangevector(op, op->enemy, &rv, 0); 1229 get_rangevector (op, op->enemy, &rv, 0);
1145 1230
1146 dir=absdir(4+rv.direction); 1231 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1232 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 } 1233 {
1234 int m = 1 - (RANDOM () & 2);
1235
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return;
1239 }
1240 }
1154 /* Cornered, get rid of scared */ 1241 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1242 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1243 op->enemy = NULL;
1157} 1244}
1158 1245
1159 1246
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1247/* 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 1248 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1249 * stop.
1163 */ 1250 */
1251int
1164int check_pick(object *op) { 1252check_pick (object *op)
1253{
1165 object *tmp, *next; 1254 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1255 int stop = 0;
1168 int j, k, wvratio; 1256 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1257 char putstring[128], tmpstr[16];
1170 1258
1171
1172 /* if you're flying, you cna't pick up anything */ 1259 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1260 if (op->move_type & MOVE_FLYING)
1174 return 1; 1261 return 1;
1175 1262
1176 op_tag = op->count;
1177
1178 next = op->below; 1263 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1264
1182 /* loop while there are items on the floor that are not marked as 1265 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1266 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1267 while (next && !next->destroyed ())
1185 { 1268 {
1186 tmp = next; 1269 tmp = next;
1187 next = tmp->below; 1270 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1271
1191 if (was_destroyed (op, op_tag)) 1272 if (op->destroyed ())
1192 return 0; 1273 return 0;
1193 1274
1194 if ( ! can_pick (op, tmp)) 1275 if (!can_pick (op, tmp))
1195 continue; 1276 continue;
1196 1277
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1278 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1279 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1280 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1281 pick_up (op, tmp);
1201 continue; 1282 continue;
1202 } 1283 }
1203 1284
1204 /* high not bit set? We're using the old autopickup model */ 1285 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1286 if (!(op->contr->mode & PU_NEWMODE))
1287 {
1206 switch (op->contr->mode) { 1288 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1289 {
1208 case 1: pick_up (op, tmp); 1290 case 0:
1209 return 1; 1291 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1292 case 1:
1211 return 0; 1293 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1294 return 1;
1213 case 4: pick_up (op, tmp); 1295 case 2:
1214 break; 1296 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1297 return 0;
1216 stop = 1; 1298 case 3:
1217 break; 1299 return 0; /* stop before pickup */
1218 case 6: 1300 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1301 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1302 break;
1221 pick_up(op, tmp); 1303 case 5:
1222 break; 1304 pick_up (op, tmp);
1305 stop = 1;
1306 break;
1307 case 6:
1308 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1309 pick_up (op, tmp);
1310 break;
1223 1311
1224 case 7: 1312 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1313 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1314 pick_up (op, tmp);
1227 break; 1315 break;
1228 1316
1229 default: 1317 default:
1230 /* use value density */ 1318 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1319 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1320 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1321 pick_up (op, tmp);
1234 >= op->contr->mode) 1322 }
1235 pick_up(op,tmp); 1323 }
1236 } 1324 else
1237 } 1325 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1326 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1327 if (op->contr->mode & PU_DEBUG)
1241 { 1328 {
1242 /* some debugging code to figure out item information */ 1329 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1330 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1332 &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)))); 1333 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1335 &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); 1336 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1337
1253 sprintf(putstring,"...flags: "); 1338 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1339 for (k = 0; k < 4; k++)
1255 { 1340 {
1256 for(j=0;j<32;j++) 1341 for (j = 0; j < 32; j++)
1257 { 1342 {
1258 if((tmp->flags[k]>>j)&0x01) 1343 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1344 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1345 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1346 strcat (putstring, tmpstr);
1262 } 1347 }
1263 } 1348 }
1264 } 1349 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1351
1267#if 0 1352#if 0
1268 /* print the flags too */ 1353 /* print the flags too */
1269 for(k=0;k<4;k++) 1354 for (k = 0; k < 4; k++)
1270 { 1355 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1357 for (j = 0; j < 32; j++)
1273 { 1358 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1360 if (!((j + 1) % 4))
1276 } 1361 fprintf (stderr, " ");
1362 }
1277 fprintf(stderr," [%d]\n", k*32); 1363 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1364 }
1279#endif 1365#endif
1280 } 1366 }
1281 /* philosophy: 1367 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1368 * 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 1369 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1370 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1371 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1372 * example.
1287 * The drawback: right now it has no frontend, so you need to 1373 * 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 1374 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1375 * convert to decimal and then 'pickup <#>
1290 */ 1376 */
1291 1377
1292 /* the first two modes are exclusive: if NOTHING we return, if 1378 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1379 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1380 * meaning if any test passes, the item gets picked up. */
1295 1381
1296 /* if mode is set to pick nothing up, return */ 1382 /* if mode is set to pick nothing up, return */
1297 1383
1298 if(op->contr->mode & PU_NOTHING) return 1; 1384 if (op->contr->mode & PU_NOTHING)
1385 return 1;
1299 1386
1300 /* if mode is set to stop when encountering objects, return */ 1387 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1388 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1389 * anything up */
1303 1390
1304 if(op->contr->mode & PU_STOP) return 0; 1391 if (op->contr->mode & PU_STOP)
1392 return 0;
1305 1393
1306 /* useful for going into stores and not losing your settings... */ 1394 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1395 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1396 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1397 if (op->contr->mode & PU_INHIBIT)
1398 return 1;
1310 1399
1311 /* prevent us from turning into auto-thieves :) */ 1400 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1401 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1402 continue;
1313 1403
1314 /* ignore known cursed objects */ 1404 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1405 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1406 continue;
1316 1407
1317 /* all food and drink if desired */ 1408 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1409 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1410 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1411 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1412 {
1413 pick_up (op, tmp);
1414 continue;
1415 }
1416
1322 if(op->contr->mode & PU_DRINK) 1417 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1418 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; } 1419 {
1420 pick_up (op, tmp);
1421 continue;
1422 }
1325 1423
1326 if(op->contr->mode & PU_POTION) 1424 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1425 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1329 1430
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1431 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1432 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1433 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 continue;
1437 }
1438
1334 if(op->contr->mode & PU_SKILLSCROLL) 1439 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1440 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1441 {
1442 pick_up (op, tmp);
1443 continue;
1444 }
1445
1337 if(op->contr->mode & PU_READABLES) 1446 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1447 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1340 1452
1341 /* wands/staves/rods/horns */ 1453 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1454 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1455 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1345 1460
1346 /* pick up all magical items */ 1461 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1462 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1463 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; } 1464 {
1465 pick_up (op, tmp);
1466 continue;
1467 }
1350 1468
1351 if(op->contr->mode & PU_VALUABLES) 1469 if (op->contr->mode & PU_VALUABLES)
1352 { 1470 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1471 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1472 {
1355 } 1473 pick_up (op, tmp);
1474 continue;
1475 }
1476 }
1356 1477
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1478 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1479 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1480 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1361 1485
1486 /* we don't forget dragon food */
1487 if (op->contr->mode & PU_FLESH)
1488 if (tmp->type == FLESH)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1362 /* bows and arrows. Bows are good for selling! */ 1494 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1495 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1496 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1497 {
1498 pick_up (op, tmp);
1499 continue;
1500 }
1501
1366 if(op->contr->mode & PU_ARROW) 1502 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1503 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1369 1508
1370 /* all kinds of armor etc. */ 1509 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1510 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1511 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1374 if(op->contr->mode & PU_HELMET) 1517 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1518 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1523
1377 if(op->contr->mode & PU_SHIELD) 1524 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1525 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1380 if(op->contr->mode & PU_BOOTS) 1531 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1532 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1383 if(op->contr->mode & PU_GLOVES) 1538 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1539 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1386 if(op->contr->mode & PU_CLOAK) 1545 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1546 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1389 1551
1390 /* hoping to catch throwing daggers here */ 1552 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1553 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1554 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1394 1559
1395 /* careful: chairs and tables are weapons! */ 1560 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1561 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1562 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1563 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1564 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1565 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1566 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1567 {
1403 } 1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1572
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1573 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1574 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1575 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1576 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1577 pick_up (op, tmp);
1409 } 1578 continue;
1410 } 1579 }
1580 }
1581 }
1411 1582
1412 /* misc stuff that's useful */ 1583 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1584 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1585 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1586 {
1587 pick_up (op, tmp);
1588 continue;
1589 }
1416 1590
1417 /* any of the last 4 bits set means we use the ratio for value 1591 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1592 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1593 if (op->contr->mode & PU_RATIO)
1420 { 1594 {
1421 /* use value density to decide what else to grab */ 1595 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1596 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1597 /* >=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 */ 1598 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1599 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1600 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1601 {
1428 pick_up(op, tmp); 1602 pick_up (op, tmp);
1429#if 0 1603#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1604 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1605 if (tmp->name != NULL)
1606 {
1432 fprintf(stderr,"%s", tmp->name); 1607 fprintf (stderr, "%s", tmp->name);
1433 } 1608 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1609 else
1610 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1611 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1612 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1613#endif
1438 continue; 1614 continue;
1439 } 1615 }
1616 }
1617 } /* the new pickup model */
1440 } 1618 }
1441 } /* the new pickup model */ 1619
1442 }
1443 return ! stop; 1620 return !stop;
1444} 1621}
1445 1622
1446/* 1623/*
1447 * Find an arrow in the inventory and after that 1624 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1625 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1626 * found object is returned.
1450 */ 1627 */
1628object *
1451object *find_arrow(object *op, const char *type) 1629find_arrow (object *op, const char *type)
1452{ 1630{
1453 object *tmp = NULL; 1631 object *tmp = NULL;
1454 1632
1455 for(op=op->inv; op; op=op->below) 1633 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1634 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); 1635 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1636 else if (op->type == ARROW && op->race == type)
1460 return op; 1637 return op;
1461 return tmp; 1638 return tmp;
1462} 1639}
1463 1640
1464/* 1641/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1642 * 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 1643 * 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 1644 * 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. 1645 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1646 */
1470 1647
1648object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1649find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1650{
1473 object *tmp = NULL, *arrow, *ntmp; 1651 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1652 int attacknum, attacktype, betterby = 0, i;
1475 1653
1476 if (!type) 1654 if (!type)
1477 return NULL; 1655 return NULL;
1478 1656
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1657 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1658 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1659 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1660 {
1661 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1662 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1663 if (i > betterby)
1485 tmp = ntmp; 1664 {
1486 betterby = i; 1665 tmp = ntmp;
1487 } 1666 betterby = i;
1667 }
1668 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1669 else if (arrow->type == ARROW && arrow->race == type)
1670 {
1489 /* allways prefer assasination/slaying */ 1671 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1672 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1673 {
1492 if (arrow->attacktype & AT_DEATH) { 1674 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1675 {
1494 return arrow; 1676 *better = 100;
1495 } else { 1677 return arrow;
1496 tmp = arrow; 1678 }
1679 else
1680 {
1681 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1682 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1683 }
1499 } else { 1684 }
1685 else
1686 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1687 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688 {
1501 attacktype = 1<<attacknum; 1689 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1690 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) { 1691 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1692 {
1693 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1694 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1695 }
1507 } 1696 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1697 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1698 {
1699 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1700 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1701 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1702 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1703 {
1704 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1705 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1706 }
1707 }
1708 }
1516 } 1709 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1710 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1711 return find_arrow (op, type);
1521 1712
1522 *better = betterby; 1713 *better = betterby;
1523 return tmp; 1714 return tmp;
1524} 1715}
1525 1716
1526/* looks in a given direction, finds the first valid target, and calls 1717/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1718 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1719 * op = the shooter
1529 * type = bow->race 1720 * type = bow->race
1530 * dir = fire direction 1721 * dir = fire direction
1531 */ 1722 */
1532 1723
1724object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1725pick_arrow_target (object *op, const char *type, int dir)
1534{ 1726{
1535 object *tmp = NULL; 1727 object *tmp = NULL;
1536 mapstruct *m; 1728 maptile *m;
1537 int i, mflags, found, number; 1729 int i, mflags, found, number;
1538 sint16 x, y; 1730 sint16 x, y;
1539 1731
1540 if (op->map == NULL) 1732 if (op->map == NULL)
1541 return find_arrow(op, type); 1733 return find_arrow (op, type);
1542 1734
1543 /* do a dex check */ 1735 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1736 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))) 1737 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1738 return find_arrow (op, type);
1547 1739
1548 m = op->map; 1740 m = op->map;
1549 x = op->x; 1741 x = op->x;
1550 y = op->y; 1742 y = op->y;
1551 1743
1552 /* find the first target */ 1744 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1745 for (i = 0, found = 0; i < 20; i++)
1746 {
1554 x += freearr_x[dir]; 1747 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1748 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1749 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1750 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1751 {
1558 tmp = NULL; 1752 tmp = NULL;
1559 break; 1753 break;
1754 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1755 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1756 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1757 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1758 * perhaps a bad assumption.
1563 */ 1759 */
1564 tmp = NULL; 1760 tmp = NULL;
1565 break; 1761 break;
1566 } 1762 }
1567 if (mflags & P_IS_ALIVE) { 1763 if (mflags & P_IS_ALIVE)
1764 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1765 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1766 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1767 {
1571 break; 1768 found++;
1572 } 1769 break;
1770 }
1573 if (found) 1771 if (found)
1574 break; 1772 break;
1575 } 1773 }
1576 } 1774 }
1577 if (tmp == NULL) 1775 if (tmp == NULL)
1578 return find_arrow(op, type); 1776 return find_arrow (op, type);
1579 1777
1580 if (tmp->head) 1778 if (tmp->head)
1581 tmp = tmp->head; 1779 tmp = tmp->head;
1582 1780
1583 return find_better_arrow(op, tmp, type, &i); 1781 return find_better_arrow (op, tmp, type, &i);
1584} 1782}
1585 1783
1586/* 1784/*
1587 * Creature fires a bow - op can be monster or player. Returns 1785 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1786 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1789 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1790 * 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 1791 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1792 * player fire modes.
1595 */ 1793 */
1794int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1795fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1796{
1599 object *left, *bow; 1797 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1798 int bowspeed, mflags;
1602 mapstruct *m; 1799 maptile *m;
1603 1800
1604 if (!dir) { 1801 if (!dir)
1802 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1804 return 0;
1607 } 1805 }
1608 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1610 else { 1808 else
1809 {
1611 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1811 /* 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. 1812 * don't need to switch back and forth between bows and weapons.
1614 */ 1813 */
1615 if(bow->type==BOW) 1814 if (bow->type == BOW)
1616 break; 1815 break;
1617 1816
1618 if (!bow) { 1817 if (!bow)
1818 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1820 return 0;
1621 } 1821 }
1622 } 1822 }
1623 if( !bow->race || !bow->skill) { 1823 if (!bow->race || !bow->skill)
1824 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1826 return 0;
1626 } 1827 }
1627 1828
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1830
1630 /* penalize ROF for bestarrow */ 1831 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1) 1834 if (bowspeed < 1)
1634 bowspeed = 1; 1835 bowspeed = 1;
1635 1836
1636 if (arrow == NULL) { 1837 if (arrow == NULL)
1838 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1839 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 {
1638 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1842 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 */ 1843 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1844 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1845 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1846 return 0;
1645 } 1847 }
1646 } 1848 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1850 if (mflags & P_OUT_OF_MAP)
1649 return 0;
1650 } 1851 {
1852 return 0;
1853 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1857 return 0;
1654 } 1858 }
1655 1859
1656 /* this should not happen, but sometimes does */ 1860 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1861 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1862 {
1863 arrow->destroy ();
1864 return 0;
1865 }
1662 1866
1663 left = arrow; /* these are arrows left to the player */ 1867 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1868 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1869 if (arrow == NULL)
1870 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1872 return 0;
1669 return 0;
1670 } 1873 }
1671 set_owner(arrow, op); 1874 arrow->set_owner (op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill); 1875 arrow->skill = bow->skill;
1674 1876
1675 arrow->direction=dir; 1877 arrow->direction = dir;
1676 arrow->x = sx; 1878 arrow->x = sx;
1677 arrow->y = sy; 1879 arrow->y = sy;
1678 1880
1679 if (op->type == PLAYER) { 1881 if (op->type == PLAYER)
1882 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1884 fix_player (op);
1682 } 1885 }
1683 1886
1684 SET_ANIMATION(arrow, arrow->direction); 1887 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1889 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1890 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1891 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1892 arrow->spellarg = strdup (arrow->slaying);
1690 1893
1691 /* Note that this was different for monsters - they got their level 1894 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1895 * added to the damage. I think the strength bonus is more proper.
1693 */ 1896 */
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 1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1699 /* update the speed */ 1900 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1902 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 1903
1705 if (arrow->speed < 1.0) 1904 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1905 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1906 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1907 arrow->speed_left = 0;
1709 1908
1710 if (op->type == PLAYER) { 1909 if (op->type == PLAYER)
1910 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1913 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 1914
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1915 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1916 }
1917 else
1918 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1919 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; 1920 arrow->level = op->level;
1722 } 1921 }
1922
1723 if (arrow->attacktype == AT_PHYSICAL) 1923 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1924 arrow->attacktype |= bow->attacktype;
1925
1725 if (bow->slaying != NULL) 1926 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying); 1927 arrow->slaying = bow->slaying;
1727 1928
1728 arrow->map = m; 1929 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1930 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1932
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1933 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); 1934 insert_ob_in_map (arrow, m, op, 0);
1735 1935
1736 if (!was_destroyed(arrow, tag)) 1936 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1937 move_arrow (arrow);
1738 1938
1739 if (op->type == PLAYER) { 1939 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1940 {
1941 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1942 esrv_del_item (op->contr, left->count);
1742 else 1943 else
1743 esrv_send_item(op, left); 1944 esrv_send_item (op, left);
1744 } 1945 }
1946
1745 return 1; 1947 return 1;
1746} 1948}
1747 1949
1748/* Special fire code for players - this takes into 1950/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1951 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1952 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1953 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1954 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1955 * hence the function name.
1754 */ 1956 */
1957int
1755int player_fire_bow(object *op, int dir) 1958player_fire_bow (object *op, int dir)
1756{ 1959{
1757 int ret=0, wcmod=0; 1960 int ret = 0, wcmod = 0;
1758 1961
1759 if (op->contr->bowtype == bow_bestarrow) { 1962 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1963 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1964 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); 1965 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1969 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1971 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1972 else if (op->contr->bowtype == bow_threewide)
1973 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1974 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)]); 1975 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)]); 1976 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1977 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1978 else if (op->contr->bowtype == bow_spreadshot)
1979 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1980 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); 1981 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); 1982 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1983
1777 } else { 1984 }
1985 else
1986 {
1778 /* Simple case */ 1987 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1989 }
1781 return ret; 1990 return ret;
1782} 1991}
1783 1992
1784 1993
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1994/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1995 * Broken apart from 'fire' to keep it more readable.
1787 */ 1996 */
1997void
1788void fire_misc_object(object *op, int dir) 1998fire_misc_object (object *op, int dir)
1789{ 1999{
1790 object *item; 2000 object *item;
1791 2001
1792 if (!op->contr->ranges[range_misc]) { 2002 if (!op->contr->ranges[range_misc])
2003 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2004 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2005 return;
1795 } 2006 }
1796 2007
1797 item = op->contr->ranges[range_misc]; 2008 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2009 if (!item->inv)
2010 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2011 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2012 return;
1801 } 2013 }
1802 if (item->type == WAND) { 2014 if (item->type == WAND)
2015 {
1803 if(item->stats.food<=0) { 2016 if (item->stats.food <= 0)
2017 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 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)); 2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2020 return;
1807 } 2021 }
2022 }
1808 } else if (item->type == ROD || item->type==HORN) { 2023 else if (item->type == ROD || item->type == HORN)
2024 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2025 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2028 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2029 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)); 2030 else
1814 else 2031 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; 2032 return;
1818 } 2033 }
1819 } 2034 }
1820 2035
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2036 if (cast_spell (op, item, dir, item->inv, NULL))
2037 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2038 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2039 if (item->type == WAND)
2040 {
1824 if (!(--item->stats.food)) { 2041 if (!(--item->stats.food))
1825 object *tmp; 2042 {
1826 if (item->arch) { 2043 object *tmp;
2044
2045 if (item->arch)
2046 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2047 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2048 item->face = item->arch->clone.face;
1829 item->speed = 0; 2049 item->speed = 0;
1830 update_ob_speed(item); 2050 update_ob_speed (item);
1831 } 2051 }
1832 if ((tmp=is_player_inv(item))) 2052 if ((tmp = is_player_inv (item)))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2053 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2054 }
1835 } 2055 }
1836 else if (item->type == ROD || item->type==HORN) { 2056 else if (item->type == ROD || item->type == HORN)
2057 {
1837 drain_rod_charge(item); 2058 drain_rod_charge (item);
1838 } 2059 }
1839 } 2060 }
1840} 2061}
1841 2062
1842/* Received a fire command for the player - go and do it. 2063/* Received a fire command for the player - go and do it.
1843 */ 2064 */
2065void
1844void fire(object *op,int dir) { 2066fire (object *op, int dir)
2067{
1845 int spellcost=0; 2068 int spellcost = 0;
1846 2069
1847 /* check for loss of invisiblity/hide */ 2070 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2071 if (action_makes_visible (op))
2072 make_visible (op);
1849 2073
1850 switch(op->contr->shoottype) { 2074 switch (op->contr->shoottype)
2075 {
1851 case range_none: 2076 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; 2077 return;
1888 default: 2078
2079 case range_bow:
2080 player_fire_bow (op, dir);
2081 return;
2082
2083 case range_magic: /* Casting spells */
2084 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2085 return;
2086
2087 case range_misc:
2088 fire_misc_object (op, dir);
2089 return;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir);
2112 return;
2113 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2115 return;
1891 } 2116 }
1892} 2117}
1893 2118
1894 2119
1895 2120
1902 * inv is the objects inventory to searched 2127 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2128 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2129 * This function can be called recursively to search containers.
1905 */ 2130 */
1906 2131
2132object *
1907object * find_key(object *pl, object *container, object *door) 2133find_key (object *pl, object *container, object *door)
1908{ 2134{
1909 object *tmp,*key; 2135 object *tmp, *key;
1910 2136
1911 /* Should not happen, but sanity checking is never bad */ 2137 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2138 if (container->inv == NULL)
2139 return NULL;
1913 2140
1914 /* First, lets try to find a key in the top level inventory */ 2141 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2143 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2144 if (door->type == DOOR && tmp->type == KEY)
2145 break;
1917 /* For sanity, we should really check door type, but other stuff 2146 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2147 * (like containers) can be locked with special keys
1919 */ 2148 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2150 break;
1922 } 2151 }
1923 /* No key found - lets search inventories now */ 2152 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2153 /* 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 2154 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2155 * a key, return
1927 */ 2156 */
1928 if (!tmp) { 2157 if (!tmp)
2158 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1930 /* No reason to search empty containers */ 2161 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2162 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2163 {
2164 if ((key = find_key (pl, tmp, door)) != NULL)
2165 return key;
2166 }
2167 }
2168 if (!tmp)
2169 return NULL;
1933 } 2170 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2171 /* 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 2172 * see if we actually want to use it
1939 */ 2173 */
1940 if (pl!=container) { 2174 if (pl != container)
2175 {
1941 /* Only let players use keys in containers */ 2176 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2177 if (!pl->contr)
2178 return NULL;
1943 /* cases where this fails: 2179 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2180 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2181 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2182 * If the container is not active, return now since only active
1947 * containers can be used. 2183 * containers can be used.
1948 * If we only search keyrings and the container does not have 2184 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2185 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2186 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2187 * inv must have been an container and must have been active.
1952 * 2188 *
1953 * Change the color so that the message doesn't disappear with 2189 * Change the color so that the message doesn't disappear with
1954 * all the others. 2190 * all the others.
1955 */ 2191 */
1956 if (pl->contr->usekeys == key_inventory || 2192 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2193 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2194 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2195 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2197 "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; 2198 return NULL;
1965 } 2199 }
1966 } 2200 }
1967 return tmp; 2201 return tmp;
1968} 2202}
1969 2203
1970/* moved door processing out of move_player_attack. 2204/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2205 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2206 * such that the caller should not do anything more,
1973 * 0 otherwise 2207 * 0 otherwise
1974 */ 2208 */
2209static int
1975static int player_attack_door(object *op, object *door) 2210player_attack_door (object *op, object *door)
1976{ 2211{
1977 2212
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2213 /* 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 - 2214 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2215 * otherwise, we fall through to the rest of the code.
1981 */ 2216 */
1982 object *key=find_key(op, op, door); 2217 object *key = find_key (op, op, door);
1983 2218
1984 /* IF we found a key, do some extra work */ 2219 /* IF we found a key, do some extra work */
1985 if (key) { 2220 if (key)
2221 {
1986 object *container=key->env; 2222 object *container = key->env;
1987 2223
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2225 if (action_makes_visible (op))
2226 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2229 if (door->type == DOOR)
2230 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2231 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2232 }
1994 else if(door->type==LOCKED_DOOR) { 2233 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2234 {
1996 "You open the door with the %s", query_short_name(key)); 2235 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 ;-) */ 2236 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2237 }
1999 /* Do this after we print the message */ 2238 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2239 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2240 /* Need to update the weight the container the key was in */
2002 if (container != op) 2241 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2242 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2243 return 1; /* Nothing more to do below */
2244 }
2005 } else if (door->type==LOCKED_DOOR) { 2245 else if (door->type == LOCKED_DOOR)
2246 {
2006 /* Might as well return now - no other way to open this */ 2247 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2249 return 1;
2009 } 2250 }
2010 return 0; 2251 return 0;
2011} 2252}
2012 2253
2013/* This function is just part of a breakup from move_player. 2254/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2255 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2256 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2257 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2258 * going to try and move (not fire weapons).
2018 */ 2259 */
2019 2260
2261void
2020void move_player_attack(object *op, int dir) 2262move_player_attack (object *op, int dir)
2021{ 2263{
2022 object *tmp, *mon, *tpl; 2264 object *tmp, *mon;
2023 sint16 nx, ny; 2265 sint16 nx, ny;
2024 int on_battleground; 2266 int on_battleground;
2025 mapstruct *m; 2267 maptile *m;
2026 2268
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2269 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2270 ny = freearr_y[dir] + op->y;
2031 2271
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2272 on_battleground = op_on_battleground (op, NULL, NULL);
2033 2273
2034 /* If braced, or can't move to the square, and it is not out of the 2274 /* 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 2275 * 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 2276 * 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 2277 * 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 2278 * 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 2279 * 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 2280 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2281 * move_ob uses.
2042 */ 2282 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2284 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2285 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2287 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2288 if (!m)
2047 } 2289 return; /* Don't think this should happen */
2048 else m =tpl->map; 2290 }
2049 2291 else
2292 m = op->map;
2293
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2052 return; 2297 return;
2053 } 2298 }
2054 2299
2055 mon = NULL; 2300 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2301 /* 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. 2302 * 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 2303 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2304 * on the space
2060 */ 2305 */
2061 while (tmp!=NULL) { 2306 while (tmp != NULL)
2307 {
2062 if (tmp == op) { 2308 if (tmp == op)
2063 tmp=tmp->above; 2309 {
2064 continue; 2310 tmp = tmp->above;
2065 } 2311 continue;
2312 }
2313
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2314 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2315 {
2068 break; 2316 mon = tmp;
2069 } 2317 break;
2318 }
2319
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2320 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2321 mon = tmp;
2322
2072 tmp=tmp->above; 2323 tmp = tmp->above;
2073 } 2324 }
2074 2325
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2326 if (mon == NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2327 return; /* into a wall */
2077 2328
2078 if(mon->head != NULL) 2329 if (mon->head != NULL)
2079 mon = mon->head; 2330 mon = mon->head;
2080 2331
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2333 if (player_attack_door (op, mon))
2334 return;
2083 2335
2084 /* The following deals with possibly attacking peaceful 2336 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2337 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2338 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2339 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2340 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2341 * and thus will not push them.
2090 */ 2342 */
2091 2343
2092 /* If the creature is a pet, push it even if the player is not 2344 /* 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 2345 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2346 * player owns it and it is either friendly or unagressive.
2095 */ 2347 */
2096 if ((op->type==PLAYER) 2348 if ((op->type == PLAYER)
2097#if COZY_SERVER 2349#if COZY_SERVER
2098 && 2350 &&
2099 ( 2351 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2353#else
2105 && get_owner(mon)==op 2354 && mon->owner == op
2106#endif 2355#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2357 {
2109 /* If we're braced, we don't want to switch places with it */ 2358 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2359 if (op->contr->braced)
2360 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2362 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2363 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op);
2114 return; 2365 return;
2115 } 2366 }
2116 2367
2117 /* in certain circumstances, you shouldn't attack friendly 2368 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2369 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2370 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2371 * attack them either.
2121 */ 2372 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2373 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2375#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2376 (op->contr->peaceful
2377 || (mon->type == PLAYER
2378 && mon->contr->
2379 peaceful)) &&
2127#else 2380#else
2128 op->contr->peaceful && 2381 op->contr->peaceful &&
2129#endif 2382#endif
2130 !on_battleground 2383 !on_battleground))
2384 {
2385 if (!op->contr->braced)
2131 )) { 2386 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2388 (void) push_ob (mon, dir, op);
2135 } else { 2389 }
2390 else
2391 {
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2392 new_draw_info (0, 0, op, "You withhold your attack");
2137 } 2393 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op); 2394 if (op->contr->tmp_invis || op->hide)
2139 } 2395 make_visible (op);
2396 }
2140 2397
2141 /* If the object is a boulder or other rollable object, then 2398 /* 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. 2399 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2400 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2402 {
2145 recursive_roll(mon,dir,op); 2403 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2404 if (action_makes_visible (op))
2147 } 2405 make_visible (op);
2406 }
2148 2407
2149 /* Any generic living creature. Including things like doors. 2408 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2409 * 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: 2410 * 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 2411 * 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. 2412 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2413 */
2155 2414
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2417 {
2159 2418
2160 /* If the player hasn't hit something this tick, and does 2419 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2420 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2421 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2422 * incurred a 1 tick offset.
2164 */ 2423 */
2165 if (!op->contr->has_hit) { 2424 if (!op->contr->has_hit)
2425 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2426 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2427
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2429 }
2170 2430
2171 skill_attack(mon, op, 0, NULL, NULL); 2431 skill_attack (mon, op, 0, NULL, NULL);
2172 2432
2173 /* If attacking another player, that player gets automatic 2433 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2434 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2435 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2436 * the wiz.
2177 */ 2437 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2438 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)) { 2439 {
2180 short luck = mon->stats.luck; 2440 short luck = mon->stats.luck;
2441
2181 mon->contr->has_hit = 1; 2442 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2443 skill_attack (op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck; 2444 mon->stats.luck = luck;
2184 } 2445 }
2185 if(action_makes_visible(op)) make_visible(op); 2446 if (action_makes_visible (op))
2186 } 2447 make_visible (op);
2448 }
2187 } /* if player should attack something */ 2449 } /* if player should attack something */
2188} 2450}
2189 2451
2452int
2190int move_player(object *op,int dir) { 2453move_player (object *op, int dir)
2454{
2191 int pick; 2455 int pick;
2192 object *transport = op->contr->transport;
2193 2456
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2457 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; 2458 return 0;
2459
2460 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9))
2462 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0;
2465 }
2466
2467 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2470
2471 op->facing = dir;
2472
2473 if (op->hide)
2474 do_hidden_move (op);
2475
2476 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477 /*nop */ ;
2478 else if (op->contr->fire_on)
2479 fire (op, dir);
2480 else
2481 {
2482 move_player_attack (op, dir);
2483 pick = check_pick (op);
2484 }
2485
2486 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing.
2488 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir;
2492 }
2493 else
2494 {
2495 op->direction = 0;
2496 }
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2256} 2503}
2257 2504
2258/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2506 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2508 * the new speed values for commands.
2262 * 2509 *
2263 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2264 */ 2511 */
2512int
2265int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2266{ 2514{
2267 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2268 op->invisible = 1000; 2517 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2272 */ 2521 */
2273 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2523 op->invisible--;
2274 } 2524 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2276 op->invisible--; 2527 op->invisible--;
2277 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2278 make_visible(op); 2530 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2532 }
2281 } 2533 }
2282 2534
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2284 flee_player(op); 2537 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2287 op->speed_left--; 2541 op->speed_left--;
2288 return 0; 2542 return 0;
2289 } 2543 }
2290 } 2544 }
2291 2545
2292 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* 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 2547 * 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 2548 * 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. 2549 * put this in a a workaround to clean up the golem pointer.
2296 */ 2550 */
2297 if (op->contr->ranges[range_golem] && 2551 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; 2552 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2553
2304 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2556 * called, so we recheck it here.
2307 */ 2557 */
2308 HandleClient(&op->contr->socket, op->contr); 2558 op->contr->socket->handle_command ();
2309 if (op->speed_left<0) return 0; 2559 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; 2560 return 0;
2324}
2325 2561
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 {
2564 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--;
2566
2567 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff.
2570 */
2571 move_player (op, op->direction);
2572 if (op->speed_left > 0)
2573 return 1;
2574 else
2575 return 0;
2576 }
2577
2578 return 0;
2579}
2580
2581int
2326int save_life(object *op) { 2582save_life (object *op)
2327 object *tmp; 2583{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2584 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; 2585 return 0;
2586
2587 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2588 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2589 {
2590 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2592
2593 if (op->contr)
2594 esrv_del_item (op->contr, tmp->count);
2595
2596 tmp->destroy ();
2597 CLEAR_FLAG (op, FLAG_LIFESAVE);
2598
2599 if (op->stats.hp < 0)
2600 op->stats.hp = op->stats.maxhp;
2601
2602 if (op->stats.food < 0)
2603 op->stats.food = 999;
2604
2605 fix_player (op);
2606 return 1;
2607 }
2608
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE);
2611 enter_player_savebed (op); /* bring him home. */
2612 return 0;
2354} 2613}
2355 2614
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2615/* 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 2616 * 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 2617 * function will descend into containers. op is the object to start the search
2359 * from. 2618 * from.
2360 */ 2619 */
2620void
2361void remove_unpaid_objects(object *op, object *env) 2621remove_unpaid_objects (object *op, object *env)
2362{ 2622{
2363 object *next; 2623 object *next;
2364 2624
2365 while (op) { 2625 while (op)
2626 {
2366 next=op->below; /* Make sure we have a good value, in case 2627 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2628 * we remove object 'op'
2368 */ 2629 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2630 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2631 {
2632 op->remove ();
2371 op->x = env->x; 2633 op->x = env->x;
2372 op->y = env->y; 2634 op->y = env->y;
2373 if (env->type == PLAYER) 2635 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2636 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2637 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2638 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2639 else if (op->inv)
2378 op=next; 2640 remove_unpaid_objects (op->inv, env);
2641
2642 op = next;
2379 } 2643 }
2380} 2644}
2381 2645
2382 2646
2383/* 2647/*
2385 * Moved from apply.c to player.c - player.c is what 2649 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2650 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2651 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2652 * but there isn't one in the server directory.
2389 */ 2653 */
2654char *
2390char *gravestone_text (object *op) 2655gravestone_text (object *op)
2391{ 2656{
2392 static char buf2[MAX_BUF]; 2657 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2658 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2659 time_t now = time (NULL);
2395 2660
2396 strcpy (buf2, " R.I.P.\n\n"); 2661 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2662 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2663 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2664 else
2400 sprintf (buf, "%s\n", op->name); 2665 sprintf (buf, "%s\n", &op->name);
2666
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2667 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2668 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2669 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2670 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2671 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2672 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2673
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2674 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2675 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2676 if (op->type == PLAYER)
2677 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2678 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2679 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2680 strcat (buf2, buf);
2413 } 2681 }
2682
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2683 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2685 strcat (buf2, buf);
2686
2417 return buf2; 2687 return buf2;
2418} 2688}
2419 2689
2420 2690
2421 2691
2692void
2422void do_some_living(object *op) { 2693do_some_living (object *op)
2694{
2423 int last_food=op->stats.food; 2695 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2696 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2697 int over_hp, over_sp, over_grace;
2426 int i; 2698 int i;
2427 int rate_hp = 1200; 2699 int rate_hp = 1200;
2428 int rate_sp = 2500; 2700 int rate_sp = 2500;
2429 int rate_grace = 2000; 2701 int rate_grace = 2000;
2430 const int max_hp = 1; 2702 const int max_hp = 1;
2431 const int max_sp = 1; 2703 const int max_sp = 1;
2432 const int max_grace = 1; 2704 const int max_grace = 1;
2433 2705
2434 if (op->contr->outputs_sync) { 2706 if (op->contr->outputs_sync)
2707 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2709 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]); 2710 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2711 }
2440 2712
2441 if(op->contr->state==ST_PLAYING) { 2713 if (op->contr->state == ST_PLAYING)
2714 {
2442 2715
2443 /* these next three if clauses make it possible to SLOW DOWN 2716 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2717 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2718 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2720 else
2721 {
2448 gen_hp = op->stats.maxhp; 2722 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2724 }
2451 if(op->contr->gen_sp >= 0 ) 2725 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2727 else
2728 {
2454 gen_sp = op->stats.maxsp; 2729 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2731 }
2457 if(op->contr->gen_grace >= 0) 2732 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2734 else
2735 {
2460 gen_grace = op->stats.maxgrace; 2736 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2738 }
2463 2739
2464 /* Regenerate Spell Points */ 2740 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2742 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2743 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) { 2744 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2745 {
2746 op->stats.sp++;
2469 /* dms do not consume food */ 2747 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2748 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2749 {
2750 op->stats.food--;
2472 if(op->contr->digestion<0) 2751 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2752 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2753 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; 2754 op->stats.food = last_food;
2755 }
2756 }
2757 if (max_sp > 1)
2758 {
2759 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0)
2761 {
2762 if (op->stats.sp < op->stats.maxsp)
2763 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--;
2767 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp;
2769 }
2770 op->last_sp = 0;
2771 }
2772 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2477 } 2781 }
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 2782
2498 /* Regenerate Grace */ 2783 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2785 if (--op->last_grace < 0)
2786 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2787 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2788 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2789 if (max_grace > 1)
2790 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2792 if (over_grace > 0)
2506 op->stats.sp += over_grace 2793 {
2794 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; 2795 + (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; 2796 op->last_grace = 0;
2509 } else { 2797 }
2798 else
2799 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2800 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2801 }
2512 } else { 2802 }
2803 else
2804 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2806 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2807 /* wearing stuff doesn't detract from grace generation. */
2516 } 2808 }
2517 2809
2518 /* Regenerate Hit Points */ 2810 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2811 if (--op->last_heal < 0)
2812 {
2520 if(op->stats.hp<op->stats.maxhp) { 2813 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2814 {
2815 op->stats.hp++;
2522 /* dms do not consume food */ 2816 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2817 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2818 {
2819 op->stats.food--;
2525 if(op->contr->digestion<0) 2820 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2821 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2822 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; 2823 op->stats.food = last_food;
2824 }
2825 }
2826 if (max_hp > 1)
2827 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0)
2830 {
2831 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2832 op->last_heal = 0;
2833 }
2834 else
2835 {
2836 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2837 }
2838 }
2839 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 }
2530 } 2843 }
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 2844
2546 /* Digestion */ 2845 /* Digestion */
2547 if(--op->last_eat<0) { 2846 if (--op->last_eat < 0)
2847 {
2548#ifdef COZY_SERVER 2848#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2851#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2852 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 2853#endif
2556 2854
2557 if(op->contr->gen_hp > 0) 2855 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2857 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2859 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2860 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2861 op->stats.food--;
2862 }
2564 } 2863 }
2565 2864
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2866 {
2567 object *tmp, *flesh=NULL; 2867 object *tmp, *flesh = NULL;
2568 2868
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2870 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2876 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2877 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2878 break;
2576 } 2879 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2880 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2881 flesh = tmp;
2579 } /* end of for loop */ 2882 } /* End if paid for object */
2883 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2884 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2885 * eat flesh instead.
2582 */ 2886 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2890 manual_apply (op, flesh, 0);
2586 } 2891 }
2587 } /* end if player is starving */ 2892 } /* end if player is starving */
2588 2893
2589 while(op->stats.food<0&&op->stats.hp>0) 2894 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2895 op->stats.food++, op->stats.hp--;
2591 2896
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2898 kill_player (op);
2594} 2899}
2595 2900
2596 2901
2597 2902
2598/* If the player should die (lack of hp, food, etc), we call this. 2903/* 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 2904 * 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 2905 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2906 * file.
2602 */ 2907 */
2908void
2603void kill_player(object *op) 2909kill_player (object *op)
2604{ 2910{
2605 char buf[MAX_BUF]; 2911 char buf[MAX_BUF];
2606 int x,y,i; 2912 int x, y;
2913
2914 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2915 maptile *map; /* this is for resurrection */
2916
2608 int z; 2917 /* int z;
2609 int num_stats_lose; 2918 int num_stats_lose;
2610 int lost_a_stat; 2919 int lost_a_stat;
2611 int lose_this_stat; 2920 int lose_this_stat;
2612 int this_stat; 2921 int this_stat; */
2613 int will_kill_again; 2922 int will_kill_again;
2614 archetype *at; 2923 archetype *at;
2615 object *tmp; 2924 object *tmp;
2616 2925
2617 if(save_life(op)) 2926 if (save_life (op))
2618 return; 2927 return;
2619 2928
2620 2929
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2930 /* 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. 2931 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2932 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2933 */
2625 if (op_on_battleground(op, &x, &y)) { 2934 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2935 {
2627 "You have been defeated in combat!"); 2936 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, 2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2938
2630
2631 /* restore player */ 2939 /* restore player */
2632 at = find_archetype("poisoning"); 2940 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2942 if (tmp)
2635 remove_ob(tmp); 2943 {
2636 free_object(tmp); 2944 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2946 }
2639 2947
2640 at = find_archetype("confusion"); 2948 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2949 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2950 if (tmp)
2643 remove_ob(tmp); 2951 {
2644 free_object(tmp); 2952 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2954 }
2647 2955
2648 cure_disease(op,0); /* remove any disease */ 2956 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2957 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2958 if (op->stats.food <= 0)
2651 2959 op->stats.food = 999;
2960
2652 /* create a bodypart-trophy to make the winner happy */ 2961 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2962 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2963 if (tmp != NULL)
2655 { 2964 {
2656 sprintf(buf,"%s's finger",op->name); 2965 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2966 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2967 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2968 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2970 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2971 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2972 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2973 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2974 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2975 }
2976
2669 /* teleport defeated player to new destination*/ 2977 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2978 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2979 op->contr->braced = 0;
2672 return; 2980 return;
2673 } 2981 }
2674 2982
2675 INVOKE_PLAYER (DEATH, op->contr); 2983 INVOKE_PLAYER (DEATH, op->contr);
2676 2984
2677 command_kill_pets (op, 0); 2985 command_kill_pets (op, 0);
2678 2986
2679 if(op->stats.food<0) { 2987 if (op->stats.food < 0)
2988 {
2680 if (op->contr->explore) { 2989 if (op->contr->explore)
2990 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2991 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..."); 2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2993 op->stats.food = 999;
2684 return; 2994 return;
2685 } 2995 }
2686 sprintf(buf,"%s starved to death.",op->name); 2996 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2997 strcpy (op->contr->killer, "starvation");
2998 }
2999 else
2688 } 3000 {
2689 else {
2690 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3003 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..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3005 op->stats.hp = op->stats.maxhp;
2694 return; 3006 return;
2695 } 3007 }
2696 sprintf(buf,"%s died.",op->name); 3008 sprintf (buf, "%s died.", &op->name);
2697 } 3009 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3011
2700 /* save the map location for corpse, gravestone*/ 3012 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3013 x = op->x;
3014 y = op->y;
3015 map = op->map;
2702 3016
2703 3017
2704 if (settings.not_permadeth == TRUE) { 3018 if (settings.not_permadeth == TRUE)
3019 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3020 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3021 * 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. 3022 * See the config.h file for a little more in depth detail about this.
2708 */ 3023 */
2709 3024
2710 /* Basically two ways to go - remove a stat permanently, or just 3025 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3026 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3027 * of death.
2713 */ 3028 */
2714#ifndef COZY_SERVER 3029#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3030 if (settings.balanced_stat_loss)
3031 {
2716 /* If stat loss is permanent, lose one stat only. */ 3032 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3033 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3034 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3035 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3036 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3037 little bit harder. */
2722 /* GD */ 3038 /* GD */
2723 if (settings.stat_loss_on_death) 3039 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3040 num_stats_lose = 1;
2725 else 3041 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3043 }
3044 else
3045 {
2728 num_stats_lose = 1; 3046 num_stats_lose = 1;
2729 } 3047 }
2730 lost_a_stat = 0; 3048 lost_a_stat = 0;
2731 3049
2732 for (z=0; z<num_stats_lose; z++) { 3050 for (z = 0; z < num_stats_lose; z++)
3051 {
2733 i = RANDOM() % NUM_STATS; 3052 i = RANDOM () % NUM_STATS;
2734 3053
2735 if (settings.stat_loss_on_death) { 3054 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 3055 {
2750 dep = present_arch_in_ob(deparch,op); 3056 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3057 * what he lost.
2752 dep = arch_to_object(deparch); 3058 */
2753 insert_ob_in_ob(dep, op); 3059 change_attr_value (&(op->stats), i, -1);
2754 } 3060 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3061 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3062 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3064 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 3065 }
2783 if (lose_this_stat) { 3066 else
3067 {
3068 /* deplete a stat */
3069 archetype *deparch = archetype::find ("depletion");
3070 object *dep;
3071
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 {
3075 dep = arch_to_object (deparch);
3076 insert_ob_in_ob (dep, op);
3077 }
3078 lose_this_stat = 1;
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0)
3085 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3114 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3115 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3116 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3117 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3118 * difference.
2790 */ 3119 */
2791 if (this_stat>=-50) { 3120 if (this_stat >= -50)
3121 {
2792 change_attr_value(&(dep->stats), i, -1); 3122 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3123 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3125 fix_player (op);
2796 lost_a_stat = 1; 3126 lost_a_stat = 1;
2797 } 3127 }
2798 } 3128 }
2799 } 3129 }
2800 } 3130 }
2801 /* If no stat lost, tell the player. */ 3131 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3132 if (!lost_a_stat)
2803 { 3133 {
2804 /* determine_god() seems to not work sometimes... why is this? 3134 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3135 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3136 const char *god = determine_god (op);
3137
2807 if (god && (strcmp(god, "none"))) 3138 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3139 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" 3140 else
2810 " you.", god); 3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3142 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3143#else
2813 " feel a holy presence protecting you."); 3144 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 3145#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 3146
2819 /* Put a gravestone up where the character 'almost' died. List the 3147 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3148 * exp loss on the stone.
2821 */ 3149 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3150 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3151 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3152 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3153 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3154 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3155 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" 3156 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; 3157 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3158 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3159
2836 /**************************************/ 3160 /**************************************/
2837 /* */ 3161 /* */
2838 /* Subtract the experience points, */ 3162 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3163 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3164 /* food, and reset HP's... */
2841 /* */ 3165 /* */
2842 /**************************************/ 3166 /**************************************/
2843 3167
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3168 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3169 /* restore player */
2846 at = find_archetype("poisoning"); 3170 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3171 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3172
2849 remove_ob(tmp); 3173 if (tmp)
2850 free_object(tmp); 3174 {
3175 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3177 }
2853 3178
2854 at = find_archetype("confusion"); 3179 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3180 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3181 if (tmp)
2857 remove_ob(tmp); 3182 {
2858 free_object(tmp); 3183 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3185 }
3186
2861 cure_disease(op,0); /* remove any disease */ 3187 cure_disease (op, 0); /* remove any disease */
2862 3188
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3189 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3190 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3191 if (op->stats.food < 100)
3192 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3193 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3196
2870 /* 3197 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3198 * 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 3199 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3200 * in the map.
2874 */ 3201 */
2875 3202
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3203 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3204 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3205
2884 /****************************************/ 3206 /****************************************/
2885 /* */ 3207 /* */
2886 /* Move player to his current respawn- */ 3208 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3209 /* position (usually last savebed) */
2888 /* */ 3210 /* */
2889 /****************************************/ 3211 /****************************************/
2890 3212
2891 enter_player_savebed(op); 3213 enter_player_savebed (op);
2892 3214
2893 /* Save the player before inserting the force to reduce 3215 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3216 * chance of abuse.
2895 */ 3217 */
2896 op->contr->braced=0; 3218 op->contr->braced = 0;
2897 save_player(op,1); 3219 save_player (op, 1);
2898 3220
2899 /* it is possible that the player has blown something up 3221 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3222 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3223 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3224 * on the space that might harm the player.
2903 */ 3225 */
2904 will_kill_again=0; 3226 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3228 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3229 will_kill_again |= tmp->attacktype;
2908 } 3230
2909 if (will_kill_again) { 3231 if (will_kill_again)
3232 {
2910 object *force; 3233 object *force;
2911 int at; 3234 int at;
2912 3235
2913 force=get_archetype(FORCE_NAME); 3236 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3237 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3238 force->speed = 0.1;
2916 force->speed_left=-5.0; 3239 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3240 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3241 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3242 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3243 force->resist[at] = 100;
2921 } 3244
2922 insert_ob_in_ob(force, op); 3245 insert_ob_in_ob (force, op);
2923 fix_player(op); 3246 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3247
3248 }
3249
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3251 return;
2935 } /* NOT_PERMADETH */ 3252 } /* NOT_PERMADETH */
2936 else { 3253 else
3254 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3256 * should probably be embedded in an else statement.
2939 */ 3257 */
2940 3258
2941 op->contr->party=NULL; 3259 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3260 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3261 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3263 check_score (op);
3264
2946 if(op->contr->ranges[range_golem]!=NULL) { 3265 if (op->contr->ranges[range_golem])
3266 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3267 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3268 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3269 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3270 }
2952 } 3271
2953 loot_object(op); /* Remove some of the items for good */ 3272 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3273 op->remove ();
2955 op->direction=0; 3274 op->direction = 0;
2956 3275
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
2958 delete_character(op->name,0); 3278 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3279 if (settings.resurrection == TRUE)
3280 {
2960 /* save playerfile sans equipment when player dies 3281 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3282 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3283 ** type spells will work on them nicely
2963 */ 3284 */
2964 delete_character(op->name,0); 3285 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3286 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3287 op->stats.food = 999;
2967 3288
2968 /* set the location of where the person will reappear when */ 3289 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3290 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3292 if (op->map != NULL)
2972 op->map = NULL; 3293 op->map = NULL;
2973 op->x = settings.emergency_x; 3294 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3295 op->y = settings.emergency_y;
2975 save_player(op,0); 3296 save_player (op, 0);
2976 op->map = map; 3297 op->map = map;
2977 /* please see resurrection.c: peterm */ 3298 /* please see resurrection.c: peterm */
2978 dead_player(op); 3299 dead_player (op);
2979 } else { 3300 }
3301 else
2980 delete_character(op->name,1); 3302 delete_character (op->name, 1);
2981 } 3303 }
2982 } 3304
2983 play_again(op); 3305 play_again (op);
2984 3306
2985 /* peterm: added to create a corpse at deathsite. */ 3307 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3309 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3310 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3311 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3312 tmp->x = x;
2992 if (tmp->msg) 3313 tmp->y = y;
2993 free_string(tmp->msg); 3314 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3315 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3316 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3317 }
2998} 3318}
2999 3319
3000 3320
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3321void
3322loot_object (object *op)
3323{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3324 object *tmp, *tmp2, *next;
3003 3325
3004 if (op->container) { /* close open sack first */ 3326 if (op->container)
3327 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3328 esrv_apply_container (op, op->container);
3006 } 3329 }
3007 3330
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3331 for (tmp = op->inv; tmp != NULL; tmp = next)
3332 {
3009 next=tmp->below; 3333 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3334 if (tmp->type == EXPERIENCE || tmp->invisible)
3011 remove_ob(tmp); 3335 continue;
3336 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3337 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3338 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3339 { /* empty container to ground */
3015 } 3340 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3341 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3342 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3343 {
3018 if(tmp->nrof>1) { 3344 if (tmp->nrof > 1)
3345 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3347 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3348 insert_ob_in_map (tmp, op->map, NULL, 0);
3349 }
3350 else
3351 tmp->destroy ();
3352 }
3022 } else 3353 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3355 }
3027} 3356}
3028 3357
3029/* 3358/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3359 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3360 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3361 * was changed.
3033 */ 3362 */
3034 3363
3364void
3035void fix_weight(void) { 3365fix_weight (void)
3366{
3036 player *pl; 3367 player *pl;
3368
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372
3039 if(old == sum) 3373 if (old == sum)
3040 continue; 3374 continue;
3041 fix_player(pl->ob); 3375 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3377 }
3045} 3378}
3046 3379
3380void
3047void fix_luck(void) { 3381fix_luck (void)
3382{
3048 player *pl; 3383 player *pl;
3384
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3385 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3386 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3387 change_luck (pl->ob, 0);
3052} 3388}
3053 3389
3054 3390
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3391/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3392 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3393 * just treat this as any other spell casting object.
3058 */ 3394 */
3059 3395
3060void 3396void
3061cast_dust (object * op, object * throw_ob, int dir) 3397cast_dust (object *op, object *throw_ob, int dir)
3062{ 3398{
3063 object *skop, *spob; 3399 object *skop, *spob;
3064 3400
3065 skop = find_skill_by_name (op, throw_ob->skill); 3401 skop = find_skill_by_name (op, throw_ob->skill);
3066 3402
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3403 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3404 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3405 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3406 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3407 return;
3073 } 3408 }
3074 3409
3075 spob = throw_ob->inv; 3410 spob = throw_ob->inv;
3076 3411
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3412 // 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 3413 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3414 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3415 if (!spob)
3081 { 3416 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3417 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; 3418 return;
3085 } 3419 }
3086 3420
3087 if (op->type == PLAYER) 3421 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3422 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3423
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3424 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3425
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3426 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3427}
3096 3428
3429void
3097void make_visible (object *op) { 3430make_visible (object *op)
3431{
3098 op->hide = 0; 3432 op->hide = 0;
3099 op->invisible = 0; 3433 op->invisible = 0;
3100 if(op->type==PLAYER) { 3434 if (op->type == PLAYER)
3435 {
3101 op->contr->tmp_invis = 0; 3436 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3437 op->contr->invis_race = 0;
3103 } 3438 }
3104 update_object(op,UP_OBJ_FACE); 3439 update_object (op, UP_OBJ_FACE);
3105} 3440}
3106 3441
3442int
3107int is_true_undead(object *op) { 3443is_true_undead (object *op)
3444{
3108 object *tmp=NULL; 3445 object *tmp = NULL;
3109 3446
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1;
3111 3449
3112 if(op->type==PLAYER) 3450 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3116 return 0; 3455 return 0;
3117} 3456}
3118 3457
3119/* look at the surrounding terrain to determine 3458/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3459 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3460 * indicate greater hideability.
3122 */ 3461 */
3123 3462
3463int
3124int hideability(object *ob) { 3464hideability (object *ob)
3465{
3125 int i,level=0, mflag; 3466 int i, level = 0, mflag;
3126 sint16 x,y; 3467 sint16 x, y;
3127 3468
3128 if(!ob||!ob->map) return 0; 3469 if (!ob || !ob->map)
3470 return 0;
3129 3471
3130 /* so, on normal lighted maps, its hard to hide */ 3472 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3473 level = ob->map->darkness - 2;
3132 3474
3133 /* this also picks up whether the object is glowing. 3475 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3476 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3477 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3478 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness));
3137 3480
3138 /* scan through all nearby squares for terrain to hide in */ 3481 /* 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]) { 3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3485 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue;
3488 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3490 level += 2;
3144 else /* open terrain! */ 3491 else /* open terrain! */
3145 level -= 1; 3492 level -= 1;
3146 } 3493 }
3147 3494
3148#if 0 3495#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3496 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3497#endif
3151 return level; 3498 return level;
3152} 3499}
3153 3500
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3501/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3502 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3503 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3504 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3505 */
3159 3506
3507void
3160void do_hidden_move (object *op) { 3508do_hidden_move (object *op)
3509{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3511 object *skop;
3163 3512
3164 if(!op || !op->map) return; 3513 if (!op || !op->map)
3514 return;
3165 3515
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3517
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3518 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3519 if (op->type == PLAYER && op->contr->run_on)
3520 {
3170 if(!skop || num >= skop->level) { 3521 if (!skop || num >= skop->level)
3522 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3524 make_visible (op);
3173 return; 3525 return;
3174 } else num += 20; 3526 }
3527 else
3528 num += 20;
3175 } 3529 }
3176 num += op->map->difficulty; 3530 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3531 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3532 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 {
3180 make_visible(op); 3535 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3536 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3538 }
3184 else if (op->type == PLAYER && skop) { 3539 else if (op->type == PLAYER && skop)
3540 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3542 }
3187} 3543}
3188 3544
3189/* determine if who is standing near a hostile creature. */ 3545/* determine if who is standing near a hostile creature. */
3190 3546
3547int
3191int stand_near_hostile( object *who ) { 3548stand_near_hostile (object *who)
3549{
3192 object *tmp=NULL; 3550 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3551 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3552 maptile *m;
3195 sint16 x,y; 3553 sint16 x, y;
3196 3554
3197 if(!who) return 0; 3555 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; 3556 return 0;
3557
3558 if (who->type == PLAYER)
3559 player = 1;
3560
3561 else
3562 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563
3564 /* search adjacent squares */
3565 for (i = 1; i < 9; i++)
3566 {
3567 x = who->x + freearr_x[i];
3568 y = who->y + freearr_y[i];
3569 m = who->map;
3570 mflags = get_map_flags (m, &m, x, y, &x, &y);
3571 /* space must be blocked if there is a monster. If not
3572 * blocked, don't need to check this space.
3573 */
3574 if (mflags & P_OUT_OF_MAP)
3575 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue;
3578
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3580 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1;
3583 else if (tmp->type == PLAYER)
3584 {
3585 /*don't let a hidden DM prevent you from hiding */
3586 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 return 1;
3588 }
3589 }
3590 }
3591 return 0;
3227} 3592}
3228 3593
3229/* check the player los field for viewability of the 3594/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3595 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3596 * 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. 3603 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3604 * -b.t.
3240 * This function is now map tiling safe. 3605 * This function is now map tiling safe.
3241 */ 3606 */
3242 3607
3608int
3243int player_can_view (object *pl,object *op) { 3609player_can_view (object *pl, object *op)
3610{
3244 rv_vector rv; 3611 rv_vector rv;
3245 int dx,dy; 3612 int dx, dy;
3246 3613
3247 if(pl->type!=PLAYER) { 3614 if (pl->type != PLAYER)
3615 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3616 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; 3617 return -1;
3274 op = op->more;
3275 } 3618 }
3619 if (!pl || !op)
3276 return 0; 3620 return 0;
3621
3622 if (op->head)
3623 {
3624 op = op->head;
3625 }
3626 get_rangevector (pl, op, &rv, 0x1);
3627
3628 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any
3630 * part that is in the los array but isnt on
3631 * a blocked los square.
3632 * we use the archetype to figure out offsets.
3633 */
3634 while (op)
3635 {
3636 dx = rv.distance_x + op->arch->clone.x;
3637 dy = rv.distance_y + op->arch->clone.y;
3638
3639 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3646 return 1;
3647 op = op->more;
3648 }
3649 return 0;
3277} 3650}
3278 3651
3279/* routine for both players and monsters. We call this when 3652/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3653 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3654 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3655 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3656 * return 0.
3284 */ 3657 */
3658int
3285int action_makes_visible (object *op) { 3659action_makes_visible (object *op)
3660{
3286 3661
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3665 return 0;
3290 3666
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3292 3669
3293 /* If monsters, they should become visible */ 3670 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3674 return 1;
3297 } 3675 }
3298 } 3676 }
3299 return 0; 3677 return 0;
3300} 3678}
3301 3679
3302/* op_on_battleground - checks if the given object op (usually 3680/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3681 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3682 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3683 * -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 3684 * 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 3685 * 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 3686 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3687 */
3688int
3310int op_on_battleground (object *op, int *x, int *y) { 3689op_on_battleground (object *op, int *x, int *y)
3690{
3311 object *tmp; 3691 object *tmp;
3312 3692
3313 /* A battleground-tile needs the following attributes to be valid: 3693 /* 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), 3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3696 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3697 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3698 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3705 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3706 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 {
3326 object *invtmp; 3709 object *invtmp;
3710
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3712 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717 return 1;
3718 }
3719 }
3720 }
3330 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3723 return 1;
3333 } 3724 }
3334 } 3725 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3726 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3727 /* If we got here, did not find a battleground */
3343 return 0; 3728 return 0;
3344} 3729}
3345 3730
3346/* 3731/*
3350 * attributes: 3735 * attributes:
3351 * object *who the dragon player 3736 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3737 * int atnr the attack-number of the ability focus
3353 * int level ability level 3738 * int level ability level
3354 */ 3739 */
3740void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3741dragon_ability_gain (object *who, int atnr, int level)
3742{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3743 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3744 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3745 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3746 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3747 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3748 int i = 0, j = 0;
3362 3749
3363 /* get the appropriate treasurelist */ 3750 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3751 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3752 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3753 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3754 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3755 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3756 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3757 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3758 trlist = find_treasurelist ("dragon_ability_poison");
3372 3759
3373 if (trlist == NULL || who->type != PLAYER) 3760 if (trlist == NULL || who->type != PLAYER)
3374 return; 3761 return;
3375 3762
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3764
3378
3379 if (tr == NULL || tr->item == NULL) { 3765 if (tr == NULL || tr->item == NULL)
3766 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3768 return;
3382 } 3769 }
3383 3770
3384 /* everything seems okay - now bring on the gift: */ 3771 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3772 item = &(tr->item->clone);
3386 3773
3387 if (item->type == SPELL) { 3774 if (item->type == SPELL)
3775 {
3388 if (check_spell_known (who, item->name)) 3776 if (check_spell_known (who, item->name))
3389 return; 3777 return;
3390 3778
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3779 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); 3780 do_learn_spell (who, item, 0);
3393 return; 3781 return;
3394 } 3782 }
3395 3783
3396 /* grant direct spell */ 3784 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3785 if (item->type == SPELLBOOK)
3786 {
3398 if (!item->inv) { 3787 if (!item->inv)
3788 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3789 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3790 return;
3402 } 3791 }
3403 if (check_spell_known (who, item->inv->name)) 3792 if (check_spell_known (who, item->inv->name))
3404 return; 3793 return;
3405 if (item->invisible) { 3794 if (item->invisible)
3795 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3796 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); 3797 do_learn_spell (who, item->inv, 0);
3408 return; 3798 return;
3409 } 3799 }
3410 } 3800 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3801 else if (item->type == SKILL_TOOL && item->invisible)
3802 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3803 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804 {
3413 3805
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3806 /* 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 3807 * 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, 3808 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3809 * but not all of them, he gets nothing.
3418 */ 3810 */
3419 if (!(skop->attacktype & item->attacktype)) { 3811 if (!(skop->attacktype & item->attacktype))
3812 {
3420 /* Give new attacktype */ 3813 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3814 skop->attacktype |= item->attacktype;
3422 3815
3423 /* always add physical if there's none */ 3816 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3817 skop->attacktype |= AT_PHYSICAL;
3425 3818
3426 if (item->msg != NULL) 3819 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3820 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3821
3429 /* Give player new face */ 3822 /* Give player new face */
3430 if (item->animation_id) { 3823 if (item->animation_id)
3824 {
3431 who->face = skop->face; 3825 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3826 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3827 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3828 who->last_anim = 0;
3435 who->state = 0; 3829 who->state = 0;
3436 animate_object(who, who->direction); 3830 animate_object (who, who->direction);
3437 } 3831 }
3832 }
3833 }
3438 } 3834 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3835 else if (item->type == FORCE)
3836 {
3442 /* forces in the treasurelist can alter the player's stats */ 3837 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3838 object *skin;
3839
3444 /* first get the dragon skin force */ 3840 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3842 if (skin == NULL)
3447 if (skin == NULL) return; 3843 return;
3448 3844
3449 /* adding new spellpath attunements */ 3845 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3848 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3849
3453 /* print message */ 3850 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3851 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3852 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3853 {
3457 if (j) 3854 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3855 {
3459 else 3856 if (j)
3460 j = 1; 3857 strcat (buf, " and ");
3858 else
3859 j = 1;
3461 strcat(buf, spellpathnames[i]); 3860 strcat (buf, spellpathnames[i]);
3462 } 3861 }
3463 } 3862 }
3464 strcat(buf,"."); 3863 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3864 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3865 }
3467 3866
3468 /* evtl. adding flags: */ 3867 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3868 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3869 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3870 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3871 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3872 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3873 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3874
3476 /* print message if there is one */ 3875 /* print message if there is one */
3477 if (item->msg != NULL) 3876 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3878 }
3879 else
3479 } 3880 {
3480 else {
3481 /* generate misc. treasure */ 3881 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3882 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3883 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); 3884 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3885 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3886 esrv_send_item (who, tmp);
3487 } 3887 }
3488} 3888}
3489 3889
3490/** 3890/**
3491 * Unready an object for a player. This function does nothing if the object was 3891 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3892 * not readied.
3493 */ 3893 */
3894void
3494void player_unready_range_ob(player *pl, object *ob) { 3895player_unready_range_ob (player *pl, object *ob)
3896{
3495 rangetype i; 3897 rangetype i;
3496 3898
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3900 {
3498 if (pl->ranges[i] == ob) { 3901 if (pl->ranges[i] == ob)
3902 {
3499 pl->ranges[i] = NULL; 3903 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3904 if (pl->shoottype == i)
3905 {
3501 pl->shoottype = range_none; 3906 pl->shoottype = range_none;
3502 } 3907 }
3503 } 3908 }
3504 } 3909 }
3505} 3910}

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