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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 1.50 by elmex, Wed Dec 20 10:31:00 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))
66 {
67 if (found)
68 return NULL;
69
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)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
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 */
275 268
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
279 271
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 273
282 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
285 * at zero. 277 * at zero.
286 */ 278 */
287 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
288 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
290 } 283 }
284
291 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
293 } 287
294 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
296 290
297 p->socket.update_look=0; 291 p->socket->update_look = 0;
298 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
299 return p; 294 return p;
300} 295}
301
302 296
303/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
304static void set_first_map(object *op) 299set_first_map (object *op)
305{ 300{
306 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 302 op->x = -1;
308 op->y = -1; 303 op->y = -1;
309 enter_exit(op, NULL); 304 enter_exit (op, 0);
310} 305}
311 306
312/* Tries to add player on the connection passwd in ns. 307/* 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 308 * All we can really get in this is some settings like host and display
314 * mode. 309 * mode.
315 */ 310 */
316 311
317int add_player(NewSocket *ns) { 312int
318 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
319 316
320 p=get_player(NULL);
321 p->socket = *ns; 317 p->socket = ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
323 if(p->socket.faces_sent == NULL) 319
324 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
326 /* Needed because the socket we just copied over needs to be cleared. 322
327 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
328 * on the uncoming socket. 324
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 325 set_first_map (p->ob);
332 326
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
335 send_rules(p->ob); 329 send_rules (p->ob);
336 send_news(p->ob); 330 send_news (p->ob);
337 display_motd(p->ob); 331 display_motd (p->ob);
338 get_name(p->ob); 332 get_name (p->ob);
333
339 return 0; 334 return 0;
340} 335}
341 336
342/* 337/*
343 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
346 */ 341 */
342archetype *
347archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
348{ 344{
349 archetype *start = at; 345 archetype *start = at;
346
350 for (;;) { 347 for (;;)
348 {
351 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
352 at=first_archetype; 350 at = first_archetype;
353 else 351 else
354 at=at->next; 352 at = at->next;
353
355 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
356 return at; 355 return at;
356
357 if (at == start) { 357 if (at == start)
358 {
358 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 360 exit (-1);
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
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 1098
1099 return 0;
1100 }
1101
1027 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1029 */ 1104 */
1030 1105
1031 tmp_loop = 0; 1106 tmp_loop = 0;
1032 while(!tmp_loop) { 1107 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1034 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1035 remove_statbonus(op); 1112 remove_statbonus (op);
1036 remove_ob (op); 1113 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1116 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1118 op->name = op->name_pl = name;
1042 op->name = name; 1119 op->x = x;
1043 free_string(op->name_pl); 1120 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 */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1124 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1126 }
1127
1056 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1130 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1062 if (op->msg) 1135 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1138 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; 1139 return 0;
1066} 1140}
1067 1141
1142int
1068int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1069{ 1144{
1070 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1071 1146
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1073 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1151 return 1;
1076 } 1152 }
1077 1153
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1080 1156
1081 terminate_all_pets(op); 1157 terminate_all_pets (op);
1082 leave_map(op); 1158 leave_map (op);
1083 op->direction=0; 1159 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1161
1087 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1163 check_score (op);
1089 op->contr->party=NULL; 1164 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1092 1167
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1169 {
1170 maptile *mp, *next;
1095 1171
1096 /* We need to hunt for any per player unique maps in memory and 1172 /* 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, 1173 * 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 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1175 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1102 next = mp->next; 1179 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1181 delete_map (mp);
1105 } 1182 }
1106 1183
1107 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1108 } 1185 }
1186
1109 play_again(op); 1187 play_again (op);
1110 return 1; 1188 return 1;
1111} 1189}
1112 1190
1191void
1113void flee_player(object *op) { 1192flee_player (object *op)
1193{
1114 int dir,diff; 1194 int dir, diff;
1115 rv_vector rv; 1195 rv_vector rv;
1116 1196
1117 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1201 return;
1121 } 1202 }
1122 1203
1123 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1208 return;
1127 } 1209 }
1128 1210
1129 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1132 */ 1214 */
1133 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1218 op->enemy = NULL;
1136 return; 1219 return;
1137 } 1220 }
1138 1221
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1140 op->enemy=NULL; 1224 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1226 return;
1143 } 1227 }
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 return;
1238 }
1239
1154 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1242 op->enemy = NULL;
1157} 1243}
1158 1244
1159 1245
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1246/* 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 1247 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1248 * stop.
1163 */ 1249 */
1250int
1164int check_pick(object *op) { 1251check_pick (object *op)
1252{
1165 object *tmp, *next; 1253 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1254 int stop = 0;
1168 int j, k, wvratio; 1255 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1170 1257
1171
1172 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1174 return 1; 1260 return 1;
1175 1261
1176 op_tag = op->count;
1177
1178 next = op->below; 1262 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1263
1182 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1265 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1185 { 1267 {
1186 tmp = next; 1268 tmp = next;
1187 next = tmp->below; 1269 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1270
1191 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1192 return 0; 1272 return 0;
1193 1273
1194 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1195 continue; 1275 continue;
1196 1276
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1278 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1280 pick_up (op, tmp);
1201 continue; 1281 continue;
1202 } 1282 }
1203 1283
1204 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1206 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1288 {
1208 case 1: pick_up (op, tmp); 1289 case 0:
1209 return 1; 1290 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1291 case 1:
1211 return 0; 1292 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1293 return 1;
1213 case 4: pick_up (op, tmp); 1294 case 2:
1214 break; 1295 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1296 return 0;
1216 stop = 1; 1297 case 3:
1217 break; 1298 return 0; /* stop before pickup */
1218 case 6: 1299 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1301 break;
1221 pick_up(op, tmp); 1302 case 5:
1222 break; 1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1223 1310
1224 case 7: 1311 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1313 pick_up (op, tmp);
1227 break; 1314 break;
1228 1315
1229 default: 1316 default:
1230 /* use value density */ 1317 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1320 pick_up (op, tmp);
1234 >= op->contr->mode) 1321 }
1235 pick_up(op,tmp); 1322 }
1236 } 1323 else
1237 } 1324 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1326 if (op->contr->mode & PU_DEBUG)
1241 { 1327 {
1242 /* some debugging code to figure out item information */ 1328 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1329 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1331 &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)))); 1332 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1334 &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); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1336
1253 sprintf(putstring,"...flags: "); 1337 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1338 for (k = 0; k < 4; k++)
1255 { 1339 {
1256 for(j=0;j<32;j++) 1340 for (j = 0; j < 32; j++)
1257 { 1341 {
1258 if((tmp->flags[k]>>j)&0x01) 1342 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1343 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1344 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1345 strcat (putstring, tmpstr);
1262 } 1346 }
1263 } 1347 }
1264 } 1348 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1350
1267#if 0 1351#if 0
1268 /* print the flags too */ 1352 /* print the flags too */
1269 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1270 { 1354 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1273 { 1357 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1276 } 1360 fprintf (stderr, " ");
1361 }
1277 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1363 }
1279#endif 1364#endif
1280 } 1365 }
1281 /* philosophy: 1366 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1367 * 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 1368 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1370 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1371 * example.
1287 * The drawback: right now it has no frontend, so you need to 1372 * 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 1373 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1290 */ 1375 */
1291 1376
1292 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1295 1380
1296 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1297 1382
1298 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1299 1385
1300 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1388 * anything up */
1303 1389
1304 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1305 1392
1306 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1394 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1395 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1310 1398
1311 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1313 1402
1314 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1316 1406
1317 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1322 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1417 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; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1325 1422
1326 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1329 1429
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1334 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1337 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1340 1451
1341 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1345 1459
1346 /* pick up all magical items */ 1460 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1462 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; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1350 1467
1351 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1352 { 1469 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1355 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1356 1476
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1361 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1362 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1366 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1369 1507
1370 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1374 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1377 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1380 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1383 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1386 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1389 1550
1390 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1394 1558
1395 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1561 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1563 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1403 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1573 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1409 } 1577 continue;
1410 } 1578 }
1579 }
1580 }
1411 1581
1412 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1416 1589
1417 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1591 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1420 { 1593 {
1421 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1596 /* >=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 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1600 {
1428 pick_up(op, tmp); 1601 pick_up (op, tmp);
1429#if 0 1602#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1432 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1433 } 1607 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1608 else
1609 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1612#endif
1438 continue; 1613 continue;
1439 } 1614 }
1615 }
1616 } /* the new pickup model */
1440 } 1617 }
1441 } /* the new pickup model */ 1618
1442 }
1443 return ! stop; 1619 return !stop;
1444} 1620}
1445 1621
1446/* 1622/*
1447 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1625 * found object is returned.
1450 */ 1626 */
1627object *
1451object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1452{ 1629{
1453 object *tmp = NULL; 1630 object *tmp = NULL;
1454 1631
1455 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1633 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); 1634 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1460 return op; 1636 return op;
1461 return tmp; 1637 return tmp;
1462} 1638}
1463 1639
1464/* 1640/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1641 * 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 1642 * 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 1643 * 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. 1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1645 */
1470 1646
1647object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1649{
1473 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1475 1652
1476 if (!type) 1653 if (!type)
1477 return NULL; 1654 return NULL;
1478 1655
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1659 {
1660 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1662 if (i > betterby)
1485 tmp = ntmp; 1663 {
1486 betterby = i; 1664 tmp = ntmp;
1487 } 1665 betterby = i;
1666 }
1667 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1489 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1672 {
1492 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1674 {
1494 return arrow; 1675 *better = 100;
1495 } else { 1676 return arrow;
1496 tmp = arrow; 1677 }
1678 else
1679 {
1680 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1682 }
1499 } else { 1683 }
1684 else
1685 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1501 attacktype = 1<<attacknum; 1688 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1689 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) { 1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1691 {
1692 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1694 }
1507 } 1695 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1697 {
1698 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1700 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1702 {
1703 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1705 }
1706 }
1707 }
1516 } 1708 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1710 return find_arrow (op, type);
1521 1711
1522 *better = betterby; 1712 *better = betterby;
1523 return tmp; 1713 return tmp;
1524} 1714}
1525 1715
1526/* looks in a given direction, finds the first valid target, and calls 1716/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1718 * op = the shooter
1529 * type = bow->race 1719 * type = bow->race
1530 * dir = fire direction 1720 * dir = fire direction
1531 */ 1721 */
1532 1722
1723object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1534{ 1725{
1535 object *tmp = NULL; 1726 object *tmp = NULL;
1536 mapstruct *m; 1727 maptile *m;
1537 int i, mflags, found, number; 1728 int i, mflags, found, number;
1538 sint16 x, y; 1729 sint16 x, y;
1539 1730
1540 if (op->map == NULL) 1731 if (op->map == NULL)
1541 return find_arrow(op, type); 1732 return find_arrow (op, type);
1542 1733
1543 /* do a dex check */ 1734 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 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))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1737 return find_arrow (op, type);
1547 1738
1548 m = op->map; 1739 m = op->map;
1549 x = op->x; 1740 x = op->x;
1550 y = op->y; 1741 y = op->y;
1551 1742
1552 /* find the first target */ 1743 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1554 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1558 tmp = NULL; 1751 tmp = NULL;
1559 break; 1752 break;
1753 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1757 * perhaps a bad assumption.
1563 */ 1758 */
1564 tmp = NULL; 1759 tmp = NULL;
1565 break; 1760 break;
1566 } 1761 }
1567 if (mflags & P_IS_ALIVE) { 1762 if (mflags & P_IS_ALIVE)
1763 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1766 {
1571 break; 1767 found++;
1572 } 1768 break;
1769 }
1573 if (found) 1770 if (found)
1574 break; 1771 break;
1575 } 1772 }
1576 } 1773 }
1577 if (tmp == NULL) 1774 if (tmp == NULL)
1578 return find_arrow(op, type); 1775 return find_arrow (op, type);
1579 1776
1580 if (tmp->head) 1777 if (tmp->head)
1581 tmp = tmp->head; 1778 tmp = tmp->head;
1582 1779
1583 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1584} 1781}
1585 1782
1586/* 1783/*
1587 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1788 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1789 * 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 1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1791 * player fire modes.
1595 */ 1792 */
1793int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1795{
1599 object *left, *bow; 1796 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1797 int bowspeed, mflags;
1602 mapstruct *m; 1798 maptile *m;
1603 1799
1604 if (!dir) { 1800 if (!dir)
1801 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1803 return 0;
1607 } 1804 }
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 }
1823
1623 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1827 return 0;
1626 } 1828 }
1627 1829
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1831
1630 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1633 if (bowspeed < 1) 1836 if (bowspeed < 1)
1634 bowspeed = 1; 1837 bowspeed = 1;
1635 1838
1636 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1638 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 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 */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1846 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1848 return 0;
1645 } 1849 }
1646 } 1850 }
1851
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1854 return 0;
1650 } 1855
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1859 return 0;
1654 } 1860 }
1655 1861
1656 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1864 {
1865 arrow->destroy ();
1866 return 0;
1867 }
1662 1868
1663 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1874 return 0;
1669 return 0;
1670 } 1875 }
1671 set_owner(arrow, op); 1876
1672 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1674 1879
1675 arrow->direction=dir; 1880 arrow->direction = dir;
1676 arrow->x = sx; 1881 arrow->x = sx;
1677 arrow->y = sy; 1882 arrow->y = sy;
1678 1883
1679 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1887 fix_player (op);
1682 } 1888 }
1683 1889
1684 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1690 1896
1691 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1693 */ 1899 */
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 1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1699 /* update the speed */ 1903 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1905 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 1906
1705 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1709 1911
1710 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1916 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 1917
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1919 }
1920 else
1921 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1922 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; 1923 arrow->level = op->level;
1722 } 1924 }
1925
1723 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1725 if (bow->slaying != NULL) 1929 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1727 1931
1728 arrow->map = m; 1932 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1935
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 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); 1937 insert_ob_in_map (arrow, m, op, 0);
1735 1938
1736 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1940 move_arrow (arrow);
1738 1941
1739 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1742 else 1946 else
1743 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1744 } 1948 }
1949
1745 return 1; 1950 return 1;
1746} 1951}
1747 1952
1748/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1954 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1958 * hence the function name.
1754 */ 1959 */
1960int
1755int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1756{ 1962{
1757 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1758 1964
1759 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1966 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1967 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); 1968 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1972 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1974 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1977 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)]); 1978 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)]); 1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1983 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); 1984 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); 1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1986
1777 } else { 1987 }
1988 else
1989 {
1778 /* Simple case */ 1990 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1992 }
1781 return ret; 1993 return ret;
1782} 1994}
1783 1995
1784 1996
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1787 */ 1999 */
2000void
1788void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1789{ 2002{
1790 object *item; 2003 object *item;
1791 2004
1792 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2008 return;
1795 } 2009 }
1796 2010
1797 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2012 if (!item->inv)
2013 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2015 return;
1801 } 2016 }
1802 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1803 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 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)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2023 return;
1807 } 2024 }
2025 }
1808 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2031 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2032 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)); 2033 else
1814 else 2034 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; 2035 return;
1818 } 2036 }
1819 } 2037 }
1820 2038
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1824 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
1825 object *tmp; 2045 {
1826 if (item->arch) { 2046 object *tmp;
2047
2048 if (item->arch)
2049 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1829 item->speed = 0; 2052 item->speed = 0;
1830 update_ob_speed(item); 2053 update_ob_speed (item);
1831 } 2054 }
1832 if ((tmp=is_player_inv(item))) 2055 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2057 }
1835 } 2058 }
1836 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1837 drain_rod_charge(item); 2061 drain_rod_charge (item);
1838 } 2062 }
1839 } 2063 }
1840} 2064}
1841 2065
1842/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1843 */ 2067 */
2068void
1844void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1845 int spellcost=0; 2071 int spellcost = 0;
1846 2072
1847 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1849 2076
1850 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1851 case range_none: 2079 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; 2080 return;
1888 default: 2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2118 return;
1891 } 2119 }
1892} 2120}
1893 2121
1894 2122
1895 2123
1902 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1905 */ 2133 */
1906 2134
2135object *
1907object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1908{ 2137{
1909 object *tmp,*key; 2138 object *tmp, *key;
1910 2139
1911 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1913 2143
1914 /* First, lets try to find a key in the top level inventory */ 2144 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1917 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1919 */ 2151 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2153 break;
1922 } 2154 }
1923 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2156 /* 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 2157 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2158 * a key, return
1927 */ 2159 */
1928 if (!tmp) { 2160 if (!tmp)
2161 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1930 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
2169 }
2170 }
2171 if (!tmp)
2172 return NULL;
1933 } 2173 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2174 /* 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 2175 * see if we actually want to use it
1939 */ 2176 */
1940 if (pl!=container) { 2177 if (pl != container)
2178 {
1941 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1943 /* cases where this fails: 2182 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2184 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1947 * containers can be used. 2186 * containers can be used.
1948 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1952 * 2191 *
1953 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1954 * all the others. 2193 * all the others.
1955 */ 2194 */
1956 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2198 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2200 "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; 2201 return NULL;
1965 } 2202 }
1966 } 2203 }
1967 return tmp; 2204 return tmp;
1968} 2205}
1969 2206
1970/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1973 * 0 otherwise 2210 * 0 otherwise
1974 */ 2211 */
2212static int
1975static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1976{ 2214{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2215 /* 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 - 2216 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2217 * otherwise, we fall through to the rest of the code.
1981 */ 2218 */
1982 object *key=find_key(op, op, door); 2219 object *key = find_key (op, op, door);
1983 2220
1984 /* IF we found a key, do some extra work */ 2221 /* IF we found a key, do some extra work */
1985 if (key) { 2222 if (key)
2223 {
1986 object *container=key->env; 2224 object *container = key->env;
1987 2225
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2227 if (action_makes_visible (op))
2228 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2231 if (door->type == DOOR)
2232 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2234 }
1994 else if(door->type==LOCKED_DOOR) { 2235 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2236 {
1996 "You open the door with the %s", query_short_name(key)); 2237 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 ;-) */ 2238 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2239 }
1999 /* Do this after we print the message */ 2240 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2241 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2242 /* Need to update the weight the container the key was in */
2002 if (container != op) 2243 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2244 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2245 return 1; /* Nothing more to do below */
2246 }
2005 } else if (door->type==LOCKED_DOOR) { 2247 else if (door->type == LOCKED_DOOR)
2248 {
2006 /* Might as well return now - no other way to open this */ 2249 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2251 return 1;
2009 } 2252 }
2010 return 0; 2253 return 0;
2011} 2254}
2012 2255
2013/* This function is just part of a breakup from move_player. 2256/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2257 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2258 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2259 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2260 * going to try and move (not fire weapons).
2018 */ 2261 */
2019 2262void
2020void move_player_attack(object *op, int dir) 2263move_player_attack (object *op, int dir)
2021{ 2264{
2022 object *tmp, *mon, *tpl; 2265 object *tmp, *mon;
2023 sint16 nx, ny; 2266 sint16 nx, ny;
2024 int on_battleground; 2267 int on_battleground;
2025 mapstruct *m; 2268 maptile *m;
2026 2269
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2270 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2271 ny = freearr_y[dir] + op->y;
2031 2272
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2273 on_battleground = op_on_battleground (op, 0, 0);
2033 2274
2034 /* If braced, or can't move to the square, and it is not out of the 2275 /* 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 2276 * 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 2277 * 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 2278 * 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 2279 * 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 2280 * 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 2281 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2282 * move_ob uses.
2042 */ 2283 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2288 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2289 if (!m)
2047 } 2290 return; /* Don't think this should happen */
2048 else m =tpl->map; 2291 }
2049 2292 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2298 return;
2053 } 2299 }
2054 2300
2055 mon = NULL; 2301 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2302 /* 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. 2303 * 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 2304 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2305 * on the space
2060 */ 2306 */
2061 while (tmp!=NULL) { 2307 while (tmp)
2308 {
2062 if (tmp == op) { 2309 if (tmp == op)
2063 tmp=tmp->above; 2310 {
2064 continue; 2311 tmp = tmp->above;
2065 } 2312 continue;
2313 }
2314
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2316 {
2068 break; 2317 mon = tmp;
2069 } 2318 break;
2319 }
2320
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2322 mon = tmp;
2323
2072 tmp=tmp->above; 2324 tmp = tmp->above;
2073 } 2325 }
2074 2326
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2327 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2328 return; /* into a wall */
2077 2329
2078 if(mon->head != NULL) 2330 if (mon->head)
2079 mon = mon->head; 2331 mon = mon->head;
2080 2332
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2334 if (player_attack_door (op, mon))
2335 return;
2083 2336
2084 /* The following deals with possibly attacking peaceful 2337 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2338 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2339 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2340 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2341 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2342 * and thus will not push them.
2090 */ 2343 */
2091 2344
2092 /* If the creature is a pet, push it even if the player is not 2345 /* 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 2346 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2347 * player owns it and it is either friendly or unagressive.
2095 */ 2348 */
2096 if ((op->type==PLAYER) 2349 if ((op->type == PLAYER)
2097#if COZY_SERVER 2350#if COZY_SERVER
2098 && 2351 &&
2099 ( 2352 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2354#else
2105 && get_owner(mon)==op 2355 && mon->owner == op
2106#endif 2356#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2358 {
2109 /* If we're braced, we don't want to switch places with it */ 2359 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2360 if (op->contr->braced)
2361 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2363 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2114 return; 2366 return;
2115 } 2367 }
2116 2368
2117 /* in certain circumstances, you shouldn't attack friendly 2369 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2370 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2371 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2372 * attack them either.
2121 */ 2373 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2374 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2376#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2377 (op->contr->peaceful
2378 || (mon->type == PLAYER
2379 && mon->contr->
2380 peaceful)) &&
2127#else 2381#else
2128 op->contr->peaceful && 2382 op->contr->peaceful &&
2129#endif 2383#endif
2130 !on_battleground 2384 !on_battleground))
2385 {
2386 if (!op->contr->braced)
2131 )) { 2387 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2389 (void) push_ob (mon, dir, op);
2135 } else { 2390 }
2391 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2392 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2393
2394 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op);
2396 }
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, 0, 0);
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, 0, 0);
2183 mon->stats.luck = luck; 2444 mon->stats.luck = luck;
2184 } 2445 }
2185 if(action_makes_visible(op)) make_visible(op); 2446
2186 } 2447 if (action_makes_visible (op))
2448 make_visible (op);
2449 }
2187 } /* if player should attack something */ 2450 } /* if player should attack something */
2188} 2451}
2189 2452
2453int
2190int move_player(object *op,int dir) { 2454move_player (object *op, int dir)
2455{
2191 int pick; 2456 int pick;
2192 object *transport = op->contr->transport;
2193 2457
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2458 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; 2459 return 0;
2460
2461 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9))
2463 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0;
2466 }
2467
2468 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471
2472 op->facing = dir;
2473
2474 if (op->hide)
2475 do_hidden_move (op);
2476
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ;
2479 else if (op->contr->fire_on)
2480 fire (op, dir);
2481 else
2482 {
2483 move_player_attack (op, dir);
2484 pick = check_pick (op);
2485 }
2486
2487 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing.
2489 */
2490 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2491 op->direction = dir;
2492 else
2493 op->direction = 0;
2494
2495 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities
2497 * for players.
2498 */
2499 animate_object (op, op->facing);
2500 return 0;
2256} 2501}
2257 2502
2258/* This is similar to handle_player, below, but is only used by the 2503/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2504 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2505 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2506 * the new speed values for commands.
2262 * 2507 *
2263 * Returns true if there are more actions we can do. 2508 * Returns true if there are more actions we can do.
2264 */ 2509 */
2510int
2265int handle_newcs_player(object *op) 2511handle_newcs_player (object *op)
2266{ 2512{
2267 if (op->contr->hidden) { 2513 if (op->contr->hidden)
2514 {
2268 op->invisible = 1000; 2515 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2516 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2517 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2518 * alternate it here for it to work correctly.
2272 */ 2519 */
2273 if (pticks & 2) op->invisible--; 2520 if (pticks & 2)
2521 op->invisible--;
2274 } 2522 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2276 op->invisible--; 2525 op->invisible--;
2277 if(!op->invisible) { 2526 if (!op->invisible)
2527 {
2278 make_visible(op); 2528 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2530 }
2281 } 2531 }
2282 2532
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2284 flee_player(op); 2535 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2536 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2287 op->speed_left--; 2539 op->speed_left--;
2288 return 0; 2540 return 0;
2289 } 2541 }
2290 } 2542 }
2291 2543
2292 /* I've been seeing crashes where the golem has been destroyed, but 2544 /* 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 2545 * 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 2546 * 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. 2547 * put this in a a workaround to clean up the golem pointer.
2296 */ 2548 */
2297 if (op->contr->ranges[range_golem] && 2549 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; 2550 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2551
2304 /* call this here - we also will call this in do_ericserver, but 2552 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2553 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2554 * called, so we recheck it here.
2307 */ 2555 */
2308 HandleClient(&op->contr->socket, op->contr); 2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
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 } 2558 ;
2559
2560 if (op->speed_left < 0)
2323 return 0; 2561 return 0;
2324}
2325 2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578
2579 return 0;
2580}
2581
2582int
2326int save_life(object *op) { 2583save_life (object *op)
2327 object *tmp; 2584{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2585 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; 2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599
2600 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp;
2602
2603 if (op->stats.food < 0)
2604 op->stats.food = 999;
2605
2606 fix_player (op);
2607 return 1;
2608 }
2609
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */
2613 return 0;
2354} 2614}
2355 2615
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2616/* 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 2617 * 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 2618 * function will descend into containers. op is the object to start the search
2359 * from. 2619 * from.
2360 */ 2620 */
2621void
2361void remove_unpaid_objects(object *op, object *env) 2622remove_unpaid_objects (object *op, object *env)
2362{ 2623{
2363 object *next; 2624 object *next;
2364 2625
2365 while (op) { 2626 while (op)
2627 {
2366 next=op->below; /* Make sure we have a good value, in case 2628 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2629 * we remove object 'op'
2368 */ 2630 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2632 {
2633 op->remove ();
2371 op->x = env->x; 2634 op->x = env->x;
2372 op->y = env->y; 2635 op->y = env->y;
2373 if (env->type == PLAYER) 2636 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2637 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2638 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2639 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2640 else if (op->inv)
2378 op=next; 2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2379 } 2644 }
2380} 2645}
2381 2646
2382 2647
2383/* 2648/*
2385 * Moved from apply.c to player.c - player.c is what 2650 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2651 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2652 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2653 * but there isn't one in the server directory.
2389 */ 2654 */
2655char *
2390char *gravestone_text (object *op) 2656gravestone_text (object *op)
2391{ 2657{
2392 static char buf2[MAX_BUF]; 2658 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2659 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2660 time_t now = time (NULL);
2395 2661
2396 strcpy (buf2, " R.I.P.\n\n"); 2662 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2663 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2665 else
2400 sprintf (buf, "%s\n", op->name); 2666 sprintf (buf, "%s\n", &op->name);
2667
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2669 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2670 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2672 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2676 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2677 if (op->type == PLAYER)
2678 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2681 strcat (buf2, buf);
2413 } 2682 }
2683
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2686 strcat (buf2, buf);
2687
2417 return buf2; 2688 return buf2;
2418} 2689}
2419 2690
2420 2691
2421 2692
2693void
2422void do_some_living(object *op) { 2694do_some_living (object *op)
2695{
2423 int last_food=op->stats.food; 2696 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2697 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2698 int over_hp, over_sp, over_grace;
2426 int i; 2699 int i;
2427 int rate_hp = 1200; 2700 int rate_hp = 1200;
2428 int rate_sp = 2500; 2701 int rate_sp = 2500;
2429 int rate_grace = 2000; 2702 int rate_grace = 2000;
2430 const int max_hp = 1; 2703 const int max_hp = 1;
2431 const int max_sp = 1; 2704 const int max_sp = 1;
2432 const int max_grace = 1; 2705 const int max_grace = 1;
2433 2706
2434 if (op->contr->outputs_sync) { 2707 if (op->contr->outputs_sync)
2708 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2710 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]); 2711 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2712 }
2440 2713
2441 if(op->contr->state==ST_PLAYING) { 2714 if (op->contr->state == ST_PLAYING)
2715 {
2442 2716
2443 /* these next three if clauses make it possible to SLOW DOWN 2717 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2718 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2719 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2721 else
2722 {
2448 gen_hp = op->stats.maxhp; 2723 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2725 }
2451 if(op->contr->gen_sp >= 0 ) 2726 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2728 else
2729 {
2454 gen_sp = op->stats.maxsp; 2730 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2732 }
2457 if(op->contr->gen_grace >= 0) 2733 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2735 else
2736 {
2460 gen_grace = op->stats.maxgrace; 2737 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2739 }
2463 2740
2464 /* Regenerate Spell Points */ 2741 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2744 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) { 2745 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2746 {
2747 op->stats.sp++;
2469 /* dms do not consume food */ 2748 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2750 {
2751 op->stats.food--;
2472 if(op->contr->digestion<0) 2752 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2753 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2754 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; 2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2477 } 2782 }
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 2783
2498 /* Regenerate Grace */ 2784 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2786 if (--op->last_grace < 0)
2787 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2788 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2789 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2790 if (max_grace > 1)
2791 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2793 if (over_grace > 0)
2506 op->stats.sp += over_grace 2794 {
2795 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; 2796 + (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; 2797 op->last_grace = 0;
2509 } else { 2798 }
2799 else
2800 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2802 }
2512 } else { 2803 }
2804 else
2805 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2807 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2808 /* wearing stuff doesn't detract from grace generation. */
2516 } 2809 }
2517 2810
2518 /* Regenerate Hit Points */ 2811 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2812 if (--op->last_heal < 0)
2813 {
2520 if(op->stats.hp<op->stats.maxhp) { 2814 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2815 {
2816 op->stats.hp++;
2522 /* dms do not consume food */ 2817 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2819 {
2820 op->stats.food--;
2525 if(op->contr->digestion<0) 2821 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2822 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2823 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; 2824 op->stats.food = last_food;
2825 }
2826 }
2827 if (max_hp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 {
2832 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2833 op->last_heal = 0;
2834 }
2835 else
2836 {
2837 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2838 }
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2530 } 2844 }
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 2845
2546 /* Digestion */ 2846 /* Digestion */
2547 if(--op->last_eat<0) { 2847 if (--op->last_eat < 0)
2848 {
2548#ifdef COZY_SERVER 2849#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2852#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2853 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 2854#endif
2556 2855
2557 if(op->contr->gen_hp > 0) 2856 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2858 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2860 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2861 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2862 op->stats.food--;
2863 }
2564 } 2864 }
2565 2865
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2867 {
2567 object *tmp, *flesh=NULL; 2868 object *tmp, *flesh = NULL;
2568 2869
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2871 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2877 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2878 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2879 break;
2576 } 2880 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2881 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2882 flesh = tmp;
2579 } /* end of for loop */ 2883 } /* End if paid for object */
2884 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2885 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2886 * eat flesh instead.
2582 */ 2887 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2891 manual_apply (op, flesh, 0);
2586 } 2892 }
2587 } /* end if player is starving */ 2893 } /* end if player is starving */
2588 2894
2589 while(op->stats.food<0&&op->stats.hp>0) 2895 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2896 op->stats.food++, op->stats.hp--;
2591 2897
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2899 kill_player (op);
2594} 2900}
2595 2901
2596 2902
2597 2903
2598/* If the player should die (lack of hp, food, etc), we call this. 2904/* 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 2905 * 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 2906 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2907 * file.
2602 */ 2908 */
2909void
2603void kill_player(object *op) 2910kill_player (object *op)
2604{ 2911{
2605 char buf[MAX_BUF]; 2912 char buf[MAX_BUF];
2606 int x,y,i; 2913 int x, y;
2914
2915 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2916 maptile *map; /* this is for resurrection */
2917
2608 int z; 2918 /* int z;
2609 int num_stats_lose; 2919 int num_stats_lose;
2610 int lost_a_stat; 2920 int lost_a_stat;
2611 int lose_this_stat; 2921 int lose_this_stat;
2612 int this_stat; 2922 int this_stat; */
2613 int will_kill_again; 2923 int will_kill_again;
2614 archetype *at; 2924 archetype *at;
2615 object *tmp; 2925 object *tmp;
2616 2926
2617 if(save_life(op)) 2927 if (save_life (op))
2618 return; 2928 return;
2619 2929
2620 2930
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2931 /* 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. 2932 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2933 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2934 */
2625 if (op_on_battleground(op, &x, &y)) { 2935 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2936 {
2627 "You have been defeated in combat!"); 2937 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, 2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2939
2630
2631 /* restore player */ 2940 /* restore player */
2632 at = find_archetype("poisoning"); 2941 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2942 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2943 if (tmp)
2635 remove_ob(tmp); 2944 {
2636 free_object(tmp); 2945 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2947 }
2639 2948
2640 at = find_archetype("confusion"); 2949 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2951 if (tmp)
2643 remove_ob(tmp); 2952 {
2644 free_object(tmp); 2953 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2955 }
2647 2956
2648 cure_disease(op,0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2958 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2959 if (op->stats.food <= 0)
2651 2960 op->stats.food = 999;
2961
2652 /* create a bodypart-trophy to make the winner happy */ 2962 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2963 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2964 if (tmp != NULL)
2655 { 2965 {
2656 sprintf(buf,"%s's finger",op->name); 2966 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2967 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2968 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2969 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2971 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2972 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2973 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2974 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2975 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2976 }
2977
2669 /* teleport defeated player to new destination*/ 2978 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2979 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2980 op->contr->braced = 0;
2672 return; 2981 return;
2673 } 2982 }
2674 2983
2675 INVOKE_PLAYER (DEATH, op->contr); 2984 INVOKE_PLAYER (DEATH, op->contr);
2676 2985
2677 command_kill_pets (op, 0); 2986 command_kill_pets (op, 0);
2678 2987
2679 if(op->stats.food<0) { 2988 if (op->stats.food < 0)
2989 {
2680 if (op->contr->explore) { 2990 if (op->contr->explore)
2991 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2992 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..."); 2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2994 op->stats.food = 999;
2684 return; 2995 return;
2685 } 2996 }
2686 sprintf(buf,"%s starved to death.",op->name); 2997 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2998 strcpy (op->contr->killer, "starvation");
2999 }
3000 else
2688 } 3001 {
2689 else {
2690 if (op->contr->explore) { 3002 if (op->contr->explore)
3003 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3004 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..."); 3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3006 op->stats.hp = op->stats.maxhp;
2694 return; 3007 return;
2695 } 3008 }
2696 sprintf(buf,"%s died.",op->name); 3009 sprintf (buf, "%s died.", &op->name);
2697 } 3010 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3012
2700 /* save the map location for corpse, gravestone*/ 3013 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
2702 3017
2703 3018
2704 if (settings.not_permadeth == TRUE) { 3019 if (settings.not_permadeth == TRUE)
3020 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3021 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3022 * 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. 3023 * See the config.h file for a little more in depth detail about this.
2708 */ 3024 */
2709 3025
2710 /* Basically two ways to go - remove a stat permanently, or just 3026 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3027 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3028 * of death.
2713 */ 3029 */
2714#ifndef COZY_SERVER 3030#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3031 if (settings.balanced_stat_loss)
3032 {
2716 /* If stat loss is permanent, lose one stat only. */ 3033 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3034 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3035 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3036 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3037 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3038 little bit harder. */
2722 /* GD */ 3039 /* GD */
2723 if (settings.stat_loss_on_death) 3040 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3041 num_stats_lose = 1;
2725 else 3042 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3044 }
3045 else
3046 {
2728 num_stats_lose = 1; 3047 num_stats_lose = 1;
2729 } 3048 }
2730 lost_a_stat = 0; 3049 lost_a_stat = 0;
2731 3050
2732 for (z=0; z<num_stats_lose; z++) { 3051 for (z = 0; z < num_stats_lose; z++)
3052 {
2733 i = RANDOM() % NUM_STATS; 3053 i = RANDOM () % NUM_STATS;
2734 3054
2735 if (settings.stat_loss_on_death) { 3055 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 3056 {
2750 dep = present_arch_in_ob(deparch,op); 3057 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3058 * what he lost.
2752 dep = arch_to_object(deparch); 3059 */
2753 insert_ob_in_ob(dep, op); 3060 change_attr_value (&(op->stats), i, -1);
2754 } 3061 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3062 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3063 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3065 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 3066 }
2783 if (lose_this_stat) { 3067 else
3068 {
3069 /* deplete a stat */
3070 archetype *deparch = archetype::find ("depletion");
3071 object *dep;
3072
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 {
3076 dep = arch_to_object (deparch);
3077 insert_ob_in_ob (dep, op);
3078 }
3079 lose_this_stat = 1;
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0)
3086 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3115 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3116 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3117 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3118 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3119 * difference.
2790 */ 3120 */
2791 if (this_stat>=-50) { 3121 if (this_stat >= -50)
3122 {
2792 change_attr_value(&(dep->stats), i, -1); 3123 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3124 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3126 fix_player (op);
2796 lost_a_stat = 1; 3127 lost_a_stat = 1;
2797 } 3128 }
2798 } 3129 }
2799 } 3130 }
2800 } 3131 }
2801 /* If no stat lost, tell the player. */ 3132 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3133 if (!lost_a_stat)
2803 { 3134 {
2804 /* determine_god() seems to not work sometimes... why is this? 3135 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3136 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3137 const char *god = determine_god (op);
3138
2807 if (god && (strcmp(god, "none"))) 3139 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3140 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" 3141 else
2810 " you.", god); 3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3143 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3144#else
2813 " feel a holy presence protecting you."); 3145 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 3146#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 3147
2819 /* Put a gravestone up where the character 'almost' died. List the 3148 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3149 * exp loss on the stone.
2821 */ 3150 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3151 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3152 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3153 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3154 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3155 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3156 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" 3157 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; 3158 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3159 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3160
2836 /**************************************/ 3161 /**************************************/
2837 /* */ 3162 /* */
2838 /* Subtract the experience points, */ 3163 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3164 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3165 /* food, and reset HP's... */
2841 /* */ 3166 /* */
2842 /**************************************/ 3167 /**************************************/
2843 3168
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3169 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3170 /* restore player */
2846 at = find_archetype("poisoning"); 3171 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3172 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3173
2849 remove_ob(tmp); 3174 if (tmp)
2850 free_object(tmp); 3175 {
3176 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3178 }
2853 3179
2854 at = find_archetype("confusion"); 3180 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3181 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3182 if (tmp)
2857 remove_ob(tmp); 3183 {
2858 free_object(tmp); 3184 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3186 }
3187
2861 cure_disease(op,0); /* remove any disease */ 3188 cure_disease (op, 0); /* remove any disease */
2862 3189
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3190 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3191 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3194 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3197
2870 /* 3198 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3199 * 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 3200 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3201 * in the map.
2874 */ 3202 */
2875 3203
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3204 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3205 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3206
2884 /****************************************/ 3207 /****************************************/
2885 /* */ 3208 /* */
2886 /* Move player to his current respawn- */ 3209 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3210 /* position (usually last savebed) */
2888 /* */ 3211 /* */
2889 /****************************************/ 3212 /****************************************/
2890 3213
2891 enter_player_savebed(op); 3214 enter_player_savebed (op);
2892 3215
2893 /* Save the player before inserting the force to reduce 3216 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3217 * chance of abuse.
2895 */ 3218 */
2896 op->contr->braced=0; 3219 op->contr->braced = 0;
2897 save_player(op,1); 3220 save_player (op, 1);
2898 3221
2899 /* it is possible that the player has blown something up 3222 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3223 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3224 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3225 * on the space that might harm the player.
2903 */ 3226 */
2904 will_kill_again=0; 3227 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3229 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3230 will_kill_again |= tmp->attacktype;
2908 } 3231
2909 if (will_kill_again) { 3232 if (will_kill_again)
3233 {
2910 object *force; 3234 object *force;
2911 int at; 3235 int at;
2912 3236
2913 force=get_archetype(FORCE_NAME); 3237 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3238 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3239 force->speed = 0.1;
2916 force->speed_left=-5.0; 3240 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3241 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3242 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3243 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3244 force->resist[at] = 100;
2921 } 3245
2922 insert_ob_in_ob(force, op); 3246 insert_ob_in_ob (force, op);
2923 fix_player(op); 3247 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3248
3249 }
3250
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3252 return;
2935 } /* NOT_PERMADETH */ 3253 } /* NOT_PERMADETH */
2936 else { 3254 else
3255 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3257 * should probably be embedded in an else statement.
2939 */ 3258 */
2940 3259
2941 op->contr->party=NULL; 3260 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3261 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3262 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3264 check_score (op);
3265
2946 if(op->contr->ranges[range_golem]!=NULL) { 3266 if (op->contr->ranges[range_golem])
3267 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3268 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3269 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3270 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3271 }
2952 } 3272
2953 loot_object(op); /* Remove some of the items for good */ 3273 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3274 op->remove ();
2955 op->direction=0; 3275 op->direction = 0;
2956 3276
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
2958 delete_character(op->name,0); 3279 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3280 if (settings.resurrection == TRUE)
3281 {
2960 /* save playerfile sans equipment when player dies 3282 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3283 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3284 ** type spells will work on them nicely
2963 */ 3285 */
2964 delete_character(op->name,0); 3286 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3287 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3288 op->stats.food = 999;
2967 3289
2968 /* set the location of where the person will reappear when */ 3290 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3291 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3293 if (op->map != NULL)
2972 op->map = NULL; 3294 op->map = NULL;
2973 op->x = settings.emergency_x; 3295 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3296 op->y = settings.emergency_y;
2975 save_player(op,0); 3297 save_player (op, 0);
2976 op->map = map; 3298 op->map = map;
2977 /* please see resurrection.c: peterm */ 3299 /* please see resurrection.c: peterm */
2978 dead_player(op); 3300 dead_player (op);
2979 } else { 3301 }
3302 else
2980 delete_character(op->name,1); 3303 delete_character (op->name, 1);
2981 } 3304 }
2982 } 3305
2983 play_again(op); 3306 play_again (op);
2984 3307
2985 /* peterm: added to create a corpse at deathsite. */ 3308 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3310 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3311 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3312 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3313 tmp->x = x;
2992 if (tmp->msg) 3314 tmp->y = y;
2993 free_string(tmp->msg); 3315 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3316 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3317 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3318 }
2998} 3319}
2999 3320
3000 3321
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3322void
3323loot_object (object *op)
3324{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3325 object *tmp, *tmp2, *next;
3003 3326
3004 if (op->container) { /* close open sack first */ 3327 if (op->container)
3328 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3329 esrv_apply_container (op, op->container);
3006 } 3330 }
3007 3331
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3332 for (tmp = op->inv; tmp != NULL; tmp = next)
3333 {
3009 next=tmp->below; 3334 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3335 if (tmp->invisible)
3011 remove_ob(tmp); 3336 continue;
3337 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3338 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3339 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3340 { /* empty container to ground */
3015 } 3341 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3342 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3344 {
3018 if(tmp->nrof>1) { 3345 if (tmp->nrof > 1)
3346 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3348 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3349 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 }
3351 else
3352 tmp->destroy ();
3353 }
3022 } else 3354 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3355 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3356 }
3027} 3357}
3028 3358
3029/* 3359/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3360 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3361 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3362 * was changed.
3033 */ 3363 */
3034 3364
3365void
3035void fix_weight(void) { 3366fix_weight (void)
3367{
3036 player *pl; 3368 player *pl;
3369
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373
3039 if(old == sum) 3374 if (old == sum)
3040 continue; 3375 continue;
3041 fix_player(pl->ob); 3376 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3378 }
3045} 3379}
3046 3380
3381void
3047void fix_luck(void) { 3382fix_luck (void)
3383{
3048 player *pl; 3384 player *pl;
3385
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3386 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3387 if (!pl->ob->contr->state)
3051 change_luck(pl->ob, 0); 3388 change_luck (pl->ob, 0);
3052} 3389}
3053 3390
3054 3391
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3392/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3393 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3394 * just treat this as any other spell casting object.
3058 */ 3395 */
3059 3396
3060void 3397void
3061cast_dust (object * op, object * throw_ob, int dir) 3398cast_dust (object *op, object *throw_ob, int dir)
3062{ 3399{
3063 object *skop, *spob; 3400 object *skop, *spob;
3064 3401
3065 skop = find_skill_by_name (op, throw_ob->skill); 3402 skop = find_skill_by_name (op, throw_ob->skill);
3066 3403
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3404 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3405 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3406 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3407 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3408 return;
3073 } 3409 }
3074 3410
3075 spob = throw_ob->inv; 3411 spob = throw_ob->inv;
3076 3412
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3413 // 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 3414 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3415 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3416 if (!spob)
3081 { 3417 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3418 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; 3419 return;
3085 } 3420 }
3086 3421
3087 if (op->type == PLAYER) 3422 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3423 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3424
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3425 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3426
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3427 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3428}
3096 3429
3430void
3097void make_visible (object *op) { 3431make_visible (object *op)
3432{
3098 op->hide = 0; 3433 op->hide = 0;
3099 op->invisible = 0; 3434 op->invisible = 0;
3100 if(op->type==PLAYER) { 3435 if (op->type == PLAYER)
3436 {
3101 op->contr->tmp_invis = 0; 3437 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3438 op->contr->invis_race = 0;
3103 } 3439 }
3104 update_object(op,UP_OBJ_FACE); 3440 update_object (op, UP_OBJ_FACE);
3105} 3441}
3106 3442
3443int
3107int is_true_undead(object *op) { 3444is_true_undead (object *op)
3445{
3108 object *tmp=NULL; 3446 object *tmp = NULL;
3109 3447
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1;
3111 3450
3112 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3451 return 0;
3117} 3452}
3118 3453
3119/* look at the surrounding terrain to determine 3454/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3455 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3456 * indicate greater hideability.
3122 */ 3457 */
3123 3458
3459int
3124int hideability(object *ob) { 3460hideability (object *ob)
3461{
3125 int i,level=0, mflag; 3462 int i, level = 0, mflag;
3126 sint16 x,y; 3463 sint16 x, y;
3127 3464
3128 if(!ob||!ob->map) return 0; 3465 if (!ob || !ob->map)
3466 return 0;
3129 3467
3130 /* so, on normal lighted maps, its hard to hide */ 3468 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3469 level = ob->map->darkness - 2;
3132 3470
3133 /* this also picks up whether the object is glowing. 3471 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3472 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3473 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3474 if (has_carried_lights (ob))
3475 level = -(10 + (2 * ob->map->darkness));
3137 3476
3138 /* scan through all nearby squares for terrain to hide in */ 3477 /* 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]) { 3478 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3479 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3480 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3481 if (mflag & P_OUT_OF_MAP)
3482 {
3483 continue;
3484 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3485 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3486 level += 2;
3144 else /* open terrain! */ 3487 else /* open terrain! */
3145 level -= 1; 3488 level -= 1;
3146 } 3489 }
3147 3490
3148#if 0 3491#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3492 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3493#endif
3151 return level; 3494 return level;
3152} 3495}
3153 3496
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3497/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3498 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3499 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3500 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3501 */
3159 3502
3503void
3160void do_hidden_move (object *op) { 3504do_hidden_move (object *op)
3505{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3507 object *skop;
3163 3508
3164 if(!op || !op->map) return; 3509 if (!op || !op->map)
3510 return;
3165 3511
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3513
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3514 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3515 if (op->type == PLAYER && op->contr->run_on)
3516 {
3170 if(!skop || num >= skop->level) { 3517 if (!skop || num >= skop->level)
3518 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3520 make_visible (op);
3173 return; 3521 return;
3174 } else num += 20; 3522 }
3523 else
3524 num += 20;
3175 } 3525 }
3176 num += op->map->difficulty; 3526 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3527 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3528 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 {
3180 make_visible(op); 3531 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3532 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3534 }
3184 else if (op->type == PLAYER && skop) { 3535 else if (op->type == PLAYER && skop)
3536 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3538 }
3187} 3539}
3188 3540
3189/* determine if who is standing near a hostile creature. */ 3541/* determine if who is standing near a hostile creature. */
3190 3542
3543int
3191int stand_near_hostile( object *who ) { 3544stand_near_hostile (object *who)
3545{
3192 object *tmp=NULL; 3546 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3547 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3548 maptile *m;
3195 sint16 x,y; 3549 sint16 x, y;
3196 3550
3197 if(!who) return 0; 3551 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; 3552 return 0;
3553
3554 if (who->type == PLAYER)
3555 player = 1;
3556
3557 else
3558 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3559
3560 /* search adjacent squares */
3561 for (i = 1; i < 9; i++)
3562 {
3563 x = who->x + freearr_x[i];
3564 y = who->y + freearr_y[i];
3565 m = who->map;
3566 mflags = get_map_flags (m, &m, x, y, &x, &y);
3567 /* space must be blocked if there is a monster. If not
3568 * blocked, don't need to check this space.
3569 */
3570 if (mflags & P_OUT_OF_MAP)
3571 continue;
3572 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3573 continue;
3574
3575 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3576 {
3577 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3578 return 1;
3579 else if (tmp->type == PLAYER)
3580 {
3581 /*don't let a hidden DM prevent you from hiding */
3582 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3583 return 1;
3584 }
3585 }
3586 }
3587 return 0;
3227} 3588}
3228 3589
3229/* check the player los field for viewability of the 3590/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3591 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3592 * 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. 3599 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3600 * -b.t.
3240 * This function is now map tiling safe. 3601 * This function is now map tiling safe.
3241 */ 3602 */
3242 3603
3604int
3243int player_can_view (object *pl,object *op) { 3605player_can_view (object *pl, object *op)
3606{
3244 rv_vector rv; 3607 rv_vector rv;
3245 int dx,dy; 3608 int dx, dy;
3246 3609
3247 if(pl->type!=PLAYER) { 3610 if (pl->type != PLAYER)
3611 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3612 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; 3613 return -1;
3274 op = op->more;
3275 } 3614 }
3615 if (!pl || !op)
3276 return 0; 3616 return 0;
3617
3618 if (op->head)
3619 {
3620 op = op->head;
3621 }
3622 get_rangevector (pl, op, &rv, 0x1);
3623
3624 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any
3626 * part that is in the los array but isnt on
3627 * a blocked los square.
3628 * we use the archetype to figure out offsets.
3629 */
3630 while (op)
3631 {
3632 dx = rv.distance_x + op->arch->clone.x;
3633 dy = rv.distance_y + op->arch->clone.y;
3634
3635 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values.
3638 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3642 return 1;
3643 op = op->more;
3644 }
3645 return 0;
3277} 3646}
3278 3647
3279/* routine for both players and monsters. We call this when 3648/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3649 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3650 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3651 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3652 * return 0.
3284 */ 3653 */
3654int
3285int action_makes_visible (object *op) { 3655action_makes_visible (object *op)
3656{
3286 3657
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3658 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3659 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3660 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3661 return 0;
3290 3662
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3663 if (op->contr && op->contr->tmp_invis == 0)
3664 return 0;
3292 3665
3293 /* If monsters, they should become visible */ 3666 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3667 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3668 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3669 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3670 return 1;
3297 } 3671 }
3298 } 3672 }
3299 return 0; 3673 return 0;
3300} 3674}
3301 3675
3302/* op_on_battleground - checks if the given object op (usually 3676/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3677 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3678 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3679 * -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 3680 * 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 3681 * 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 3682 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3683 */
3684int
3310int op_on_battleground (object *op, int *x, int *y) { 3685op_on_battleground (object *op, int *x, int *y)
3686{
3311 object *tmp; 3687 object *tmp;
3312 3688
3313 /* A battleground-tile needs the following attributes to be valid: 3689 /* 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), 3690 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3691 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3692 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3693 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3694 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3695 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3696 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3697 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3698 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3699 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3700 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3701 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3702 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3703 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3704 {
3326 object *invtmp; 3705 object *invtmp;
3706
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3707 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3708 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3709 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3710 {
3711 if (x != NULL && y != NULL)
3712 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3713 return 1;
3714 }
3715 }
3716 }
3330 if (x != NULL && y != NULL) 3717 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3718 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3719 return 1;
3333 } 3720 }
3334 } 3721 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3722 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3723 /* If we got here, did not find a battleground */
3343 return 0; 3724 return 0;
3344} 3725}
3345 3726
3346/* 3727/*
3350 * attributes: 3731 * attributes:
3351 * object *who the dragon player 3732 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3733 * int atnr the attack-number of the ability focus
3353 * int level ability level 3734 * int level ability level
3354 */ 3735 */
3736void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3737dragon_ability_gain (object *who, int atnr, int level)
3738{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3739 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3740 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3741 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3742 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3743 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3744 int i = 0, j = 0;
3362 3745
3363 /* get the appropriate treasurelist */ 3746 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3747 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3748 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3749 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3750 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3751 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3752 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3753 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3754 trlist = find_treasurelist ("dragon_ability_poison");
3372 3755
3373 if (trlist == NULL || who->type != PLAYER) 3756 if (trlist == NULL || who->type != PLAYER)
3374 return; 3757 return;
3375 3758
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3760
3378
3379 if (tr == NULL || tr->item == NULL) { 3761 if (tr == NULL || tr->item == NULL)
3762 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3764 return;
3382 } 3765 }
3383 3766
3384 /* everything seems okay - now bring on the gift: */ 3767 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3768 item = &(tr->item->clone);
3386 3769
3387 if (item->type == SPELL) { 3770 if (item->type == SPELL)
3771 {
3388 if (check_spell_known (who, item->name)) 3772 if (check_spell_known (who, item->name))
3389 return; 3773 return;
3390 3774
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3775 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); 3776 do_learn_spell (who, item, 0);
3393 return; 3777 return;
3394 } 3778 }
3395 3779
3396 /* grant direct spell */ 3780 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3781 if (item->type == SPELLBOOK)
3782 {
3398 if (!item->inv) { 3783 if (!item->inv)
3784 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3785 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3786 return;
3402 } 3787 }
3403 if (check_spell_known (who, item->inv->name)) 3788 if (check_spell_known (who, item->inv->name))
3404 return; 3789 return;
3405 if (item->invisible) { 3790 if (item->invisible)
3791 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3792 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); 3793 do_learn_spell (who, item->inv, 0);
3408 return; 3794 return;
3409 } 3795 }
3410 } 3796 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3797 else if (item->type == SKILL_TOOL && item->invisible)
3798 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3799 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3800 {
3413 3801
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3802 /* 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 3803 * 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, 3804 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3805 * but not all of them, he gets nothing.
3418 */ 3806 */
3419 if (!(skop->attacktype & item->attacktype)) { 3807 if (!(skop->attacktype & item->attacktype))
3808 {
3420 /* Give new attacktype */ 3809 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3810 skop->attacktype |= item->attacktype;
3422 3811
3423 /* always add physical if there's none */ 3812 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3813 skop->attacktype |= AT_PHYSICAL;
3425 3814
3426 if (item->msg != NULL) 3815 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3816 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3817
3429 /* Give player new face */ 3818 /* Give player new face */
3430 if (item->animation_id) { 3819 if (item->animation_id)
3820 {
3431 who->face = skop->face; 3821 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3822 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3823 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3824 who->last_anim = 0;
3435 who->state = 0; 3825 who->state = 0;
3436 animate_object(who, who->direction); 3826 animate_object (who, who->direction);
3437 } 3827 }
3828 }
3829 }
3438 } 3830 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3831 else if (item->type == FORCE)
3832 {
3442 /* forces in the treasurelist can alter the player's stats */ 3833 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3834 object *skin;
3835
3444 /* first get the dragon skin force */ 3836 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3837 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3446 skin=skin->below); 3838 if (skin == NULL)
3447 if (skin == NULL) return; 3839 return;
3448 3840
3449 /* adding new spellpath attunements */ 3841 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3844 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3845
3453 /* print message */ 3846 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3847 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3848 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3849 {
3457 if (j) 3850 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3851 {
3459 else 3852 if (j)
3460 j = 1; 3853 strcat (buf, " and ");
3854 else
3855 j = 1;
3461 strcat(buf, spellpathnames[i]); 3856 strcat (buf, spellpathnames[i]);
3462 } 3857 }
3463 } 3858 }
3464 strcat(buf,"."); 3859 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3861 }
3467 3862
3468 /* evtl. adding flags: */ 3863 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3864 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3865 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3866 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3867 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3868 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3869 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3870
3476 /* print message if there is one */ 3871 /* print message if there is one */
3477 if (item->msg != NULL) 3872 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3874 }
3875 else
3479 } 3876 {
3480 else {
3481 /* generate misc. treasure */ 3877 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3878 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3879 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); 3880 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3881 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3882 esrv_send_item (who, tmp);
3487 } 3883 }
3488} 3884}
3489 3885
3490/** 3886/**
3491 * Unready an object for a player. This function does nothing if the object was 3887 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3888 * not readied.
3493 */ 3889 */
3890void
3494void player_unready_range_ob(player *pl, object *ob) { 3891player_unready_range_ob (player *pl, object *ob)
3892{
3495 rangetype i; 3893 rangetype i;
3496 3894
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3896 {
3498 if (pl->ranges[i] == ob) { 3897 if (pl->ranges[i] == ob)
3898 {
3499 pl->ranges[i] = NULL; 3899 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3900 if (pl->shoottype == i)
3901 {
3501 pl->shoottype = range_none; 3902 pl->shoottype = range_none;
3502 } 3903 }
3503 } 3904 }
3504 } 3905 }
3505} 3906}

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