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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 1.52 by root, Thu Dec 21 23:37:06 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->ns->monitor_spells; // what a hack
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op); 251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
260 p->state=ST_ROLL_STAT; 254 p->ns->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->ns->update_look = 0;
298 p->socket.look_position=0; 292 p->ns->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
317 p->ns = ns;
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
320 p=get_player(NULL); 323 p = get_player (p);
321 p->socket = *ns; 324
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
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);
332
338 get_name(p->ob); 333 get_name (p->ob);
334
339 return 0; 335 return 0;
340} 336}
341 337
342/* 338/*
343 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
346 */ 342 */
343archetype *
347archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
348{ 345{
349 archetype *start = at; 346 archetype *start = at;
347
350 for (;;) { 348 for (;;)
349 {
351 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
352 at=first_archetype; 351 at = first_archetype;
353 else 352 else
354 at=at->next; 353 at = at->next;
354
355 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
356 return at; 356 return at;
357
357 if (at == start) { 358 if (at == start)
359 {
358 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 361 exit (-1);
360 } 362 }
361 } 363 }
362} 364}
363 365
364 366object *
365object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
366 object *op = NULL; 369 object *op = NULL;
367 player *pl = NULL; 370 player *pl = NULL;
368 objectlink *ol; 371 objectlink *ol;
369 unsigned lastdist; 372 unsigned lastdist;
370 rv_vector rv; 373 rv_vector rv;
371 374
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
376 {
373 /* We should not find free objects on this friendly list, but it 377 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
377 */ 381 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
379 object *tmp=ol->ob; 384 object *tmp = ol->ob;
380 385
381 /* Can't do much more other than log the fact, because the object 386 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 387 * itself will have been cleared.
383 */ 388 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 390 ol = ol->next;
386 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
387 if (!ol) return op; 392 if (!ol)
388 } 393 return op;
394 }
389 395
390 /* Remove special check for player from this. First, it looks to cause 396 /* 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 397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 398 * 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 399 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
396 */ 402 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 404 continue;
399 405
400 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
401 op=ol->ob; 408 op = ol->ob;
402 lastdist=rv.distance; 409 lastdist = rv.distance;
403 } 410 }
404 } 411 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
407 416
408 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
409 op=pl->ob; 418 {
410 lastdist=rv.distance; 419 op = pl->ob;
411 } 420 lastdist = rv.distance;
412 } 421 }
422 }
413 } 423 }
414#if 0 424#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 426#endif
417 return op; 427 return op;
418} 428}
419 429
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 430/* 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 431 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 469 * 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, 470 * 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 471 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 472 * is blocking itself.
463 */ 473 */
474int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
465 rv_vector rv; 477 rv_vector rv;
466 sint16 x,y; 478 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 479 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
469 481
470 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
471 483
472 if (rv.distance<mindiff) return 0; 484 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; 485 return 0;
725}
726 486
727void confirm_password(object *op) { 487 x = mon->x;
488 y = mon->y;
489 m = mon->map;
490 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
493 /* If we can't solve it within the search distance, return now. */
494 if (diff > max)
495 return 0;
496 while (diff > 1 && max > 0)
497 {
498 lastx = x;
499 lasty = y;
500 lastmap = m;
501 x = lastx + freearr_x[dir];
502 y = lasty + freearr_y[dir];
728 503
504 mflags = get_map_flags (m, &m, x, y, &x, &y);
505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
506
507 /* Space is blocked - try changing direction a little */
508 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
511 /* recalculate direction from last good location. Possible
512 * we were not traversing ideal location before.
513 */
514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
515 if (rv.direction != dir)
516 {
517 /* OK - says direction should be different - lets reset the
518 * the values so it will try again.
519 */
520 x = lastx;
521 y = lasty;
522 m = lastmap;
523 dir = firstdir = rv.direction;
524 }
525 else
526 {
527 /* direct path is blocked - try taking a side step to
528 * either the left or right.
529 * Note increase the values in the loop below to be
530 * more than -1/1 respectively will mean the monster takes
531 * bigger detour. Have to be careful about these values getting
532 * too big (3 or maybe 4 or higher) as the monster may just try
533 * stepping back and forth
534 */
535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
538 continue; /* already did this, so skip it */
539 /* Use lastdir here - otherwise,
540 * since the direction that the creature should move in
541 * may change, you could get infinite loops.
542 * ie, player is northwest, but monster can only
543 * move west, so it does that. It goes some distance,
544 * gets blocked, finds that it should move north,
545 * can't do that, but now finds it can move east, and
546 * gets back to its original point. lastdir contains
547 * the last direction the creature has successfully
548 * moved.
549 */
550
551 x = lastx + freearr_x[absdir (lastdir + i)];
552 y = lasty + freearr_y[absdir (lastdir + i)];
553 m = lastmap;
554 mflags = get_map_flags (m, &m, x, y, &x, &y);
555 if (mflags & P_OUT_OF_MAP)
556 continue;
557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
560 if (mflags & P_BLOCKSVIEW)
561 continue;
562
563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
565 }
566 /* go through entire loop without finding a valid
567 * sidestep to take - thus, no valid path.
568 */
569 if (i == (DETOUR_AMOUNT + 1))
570 return 0;
571 diff--;
572 lastdir = dir;
573 max--;
574 if (!firstdir)
575 firstdir = dir + i;
576 } /* else check alternate directions */
577 } /* if blocked */
578 else
579 {
580 /* we moved towards creature, so diff is less */
581 diff--;
582 max--;
583 lastdir = dir;
584 if (!firstdir)
585 firstdir = dir;
586 }
587 if (diff <= 1)
588 {
589 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance.
591 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
594 }
595 if (diff > max)
596 return 0;
597 }
598 /* If we reached the max, didn't find a direction in time */
599 if (!max)
600 return 0;
601
602 return firstdir;
603}
604
605void
606give_initial_items (object *pl, treasurelist * items)
607{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612
613 for (op = pl->inv; op; op = next)
614 {
615 next = op->below;
616
617 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way
619 */
620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
621 SET_FLAG (op, FLAG_APPLIED);
622
623 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions
625 */
626 if (pl->type == PLAYER)
627 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
629 (op->type == ARMOUR || op->type == BOOTS ||
630 op->type == CLOAK || op->type == HELMET ||
631 op->type == SHIELD || op->type == GLOVES ||
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 {
634 op->destroy ();
635 continue;
636 }
637 }
638
639 /* This really needs to be better - we should really give
640 * a substitute spellbook. The problem is that we don't really
641 * have a good idea what to replace it with (need something like
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */
645 if (op->type == SPELLBOOK || op->type == SKILL)
646 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 {
655 op->destroy ();
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
657 continue;
658 }
659
660 if (op->nrof > 1)
661 op->nrof = 1;
662 }
663
664 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668
669 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be
671 * merged properly.
672 */
673 if (need_identify (op))
674 {
675 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
680 {
681 op->destroy ();
682 continue;
683 }
684 else if (op->type == SKILL)
685 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0;
688 op->level = 1;
689 }
690 /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */
694
695 /* Need to set up the skill pointers */
696 link_player_skills (pl);
697}
698
699void
700get_name (object *op)
701{
729 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 781}
733 782
783void
734void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
735 if (party == NULL) { 786 if (party == NULL)
787 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 789 return;
738 } 790 }
739 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 795}
744 796
745 797
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int
747int roll_stat(void) { 800roll_stat (void)
801{
748 int a[4],i,j,k; 802 int a[4], i, j, k;
749 803
750 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
752 806
753 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 808 if (a[i] < k)
755 k=a[i],j=i; 809 k = a[i], j = i;
756 810
757 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 812 {
813 if (i != j)
814 k += a[i];
815 }
761 return k; 816 return k;
762} 817}
763 818
819void
764void roll_stats(object *op) { 820roll_stats (object *op)
821{
765 int sum=0; 822 int sum = 0;
766 int i = 0, j = 0; 823 int i = 0, j = 0;
767 int statsort[7]; 824 int statsort[7];
768 825
826 do
769 do { 827 {
770 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 835 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+ 836 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
781 838
782 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
790 847
791 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
792 do { 850 {
793 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
794 j = statsort[i]; 853 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 855 statsort[i + 1] = j;
797 i = 0; 856 i = 0;
798 } else { 857 }
799 i++; 858 else
800 } 859 {
860 i++;
861 }
862 }
801 } while (i < 6); 863 while (i < 6);
802 864
803 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
810 872
811 873
812 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
819 881
820 op->level=1; 882 op->level = 1;
821 op->stats.exp=0; 883 op->stats.exp = 0;
822 op->stats.ac=0; 884 op->stats.ac = 0;
823 885
824 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
827 889
828 fix_player(op); 890 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
833} 895}
834 896
897void
835void Roll_Again(object *op) 898Roll_Again (object *op)
836{ 899{
837 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->ns, 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)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 903}
840 904
905void
841void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
842{ 907{
843 signed char tmp; 908 signed char tmp;
844 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
845 910
846 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 913 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,"); 914 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"); 915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 916 return;
851 } 917 }
852 918
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 920
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 921 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));
857 922
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 924
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 934 op->stats.ac = 0;
870 935
871 op->level=1; 936 op->level = 1;
872 op->stats.exp=0; 937 op->stats.exp = 0;
873 op->stats.ac=0; 938 op->stats.ac = 0;
874 939
875 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
878 943
879 fix_player(op); 944 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
885} 950}
886 951
887 952
888/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 956 * 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 957 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
894 */ 959 */
960int
895int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
896{ 962{
897 int keynum = key -'0'; 963 int keynum = key - '0';
898 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 966
901 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
902 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
903 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 974 }
907 else 975 else
908 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
909 977
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
911 return 1; 979 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 } 980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
921 992
922#if 0 993#if 0
923 /* So that enter_exit will put us at startx/starty */ 994 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 995 op->x = -1;
925 996
926 enter_exit(op,NULL); 997 enter_exit (op, NULL);
927#endif 998#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1001 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"); 1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->ns->state = ST_CHANGE_CLASS;
933 if (op->msg) 1005 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1007 return 0;
936 } 1008 }
937 case 'y': 1009 case 'y':
938 case 'Y': 1010 case 'Y':
939 roll_stats(op); 1011 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
941 return 1; 1013 return 1;
942 1014
943 case 'q': 1015 case 'q':
944 case 'Q': 1016 case 'Q':
945 play_again(op); 1017 play_again (op);
946 return 1; 1018 return 1;
947 1019
948 default: 1020 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1022 return 0;
951 } 1023 }
952 return 0; 1024 return 0;
953} 1025}
954 1026
955/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
959 * not the class. 1031 * not the class.
960 */ 1032 */
961 1033
1034int
962int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
963{ 1036{
964 int tmp_loop; 1037 int tmp_loop;
965 1038
966 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
967 remove_ob(op); 1041 op->remove ();
968 play_again(op); 1042 play_again (op);
969 return 0; 1043 return 0;
970 } 1044 }
971 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
972 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
973 1048
974 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1051
1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1055
978 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
980 1058
981 op->contr->state=ST_PLAYING; 1059 op->contr->ns->state = ST_PLAYING;
982 1060
983 if (op->msg) { 1061 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1062 op->msg = NULL;
986 }
987 1063
988 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
989 * to save here. 1065 * to save here.
990 */ 1066 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1068 make_path_to_file (buf);
993 1069
994#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
996#endif 1072#endif
997 start_info(op); 1073 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1076 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
1002 fix_player(op); 1078 fix_player (op);
1003 1079
1004 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
1005 * is one for this race 1081 * is one for this race
1006 */ 1082 */
1007 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
1008 object *tmp; 1085 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1012 first_map_ext_path, op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1089 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1090 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1019 * default initial map */ 1095 * default initial map */
1020 free_object(tmp); 1096 tmp->destroy ();
1097 }
1021 } else { 1098 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 1100
1101 return 0;
1102 }
1103
1027 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1029 */ 1106 */
1030 1107
1031 tmp_loop = 0; 1108 tmp_loop = 0;
1032 while(!tmp_loop) { 1109 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1110 {
1111 shstr name = op->name;
1034 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1035 remove_statbonus(op); 1114 remove_statbonus (op);
1036 remove_ob (op); 1115 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1118 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1120 op->name = op->name_pl = name;
1042 op->name = name; 1121 op->x = x;
1043 free_string(op->name_pl); 1122 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 */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1126 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1128 }
1129
1056 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1132 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1062 if (op->msg) 1137 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 1141 return 0;
1066} 1142}
1067 1143
1144int
1068int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1069{ 1146{
1070 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1071 1148
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1073 op->contr->state=ST_PLAYING; 1151 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1153 return 1;
1076 } 1154 }
1077 1155
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1157 INVOKE_PLAYER (QUIT, op->contr);
1080 1158
1081 terminate_all_pets(op); 1159 terminate_all_pets (op);
1082 leave_map(op); 1160 leave_map (op);
1083 op->direction=0; 1161 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1163
1087 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1165 check_score (op);
1089 op->contr->party=NULL; 1166 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1092 1169
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1171 {
1172 maptile *mp, *next;
1095 1173
1096 /* We need to hunt for any per player unique maps in memory and 1174 /* 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, 1175 * 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 1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1177 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1102 next = mp->next; 1181 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1183 delete_map (mp);
1105 } 1184 }
1106 1185
1107 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1108 } 1187 }
1188
1109 play_again(op); 1189 play_again (op);
1110 return 1; 1190 return 1;
1111} 1191}
1112 1192
1193void
1113void flee_player(object *op) { 1194flee_player (object *op)
1195{
1114 int dir,diff; 1196 int dir, diff;
1115 rv_vector rv; 1197 rv_vector rv;
1116 1198
1117 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1202 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1203 return;
1121 } 1204 }
1122 1205
1123 if(op->enemy==NULL) { 1206 if (op->enemy == NULL)
1207 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1208 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1210 return;
1127 } 1211 }
1128 1212
1129 /* Seen some crashes here. Since we don't store an 1213 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1214 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1215 * actual enemy, and the object is recycled.
1132 */ 1216 */
1133 if (op->enemy->map == NULL) { 1217 if (op->enemy->map == NULL)
1218 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1219 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1220 op->enemy = NULL;
1136 return; 1221 return;
1137 } 1222 }
1138 1223
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 {
1140 op->enemy=NULL; 1226 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1228 return;
1143 } 1229 }
1230
1144 get_rangevector(op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1145 1232
1146 dir=absdir(4+rv.direction); 1233 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1234 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 } 1235 {
1236 int m = 1 - (RANDOM () & 2);
1237
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 return;
1240 }
1241
1154 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1244 op->enemy = NULL;
1157} 1245}
1158 1246
1159 1247
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1248/* 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 1249 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1250 * stop.
1163 */ 1251 */
1252int
1164int check_pick(object *op) { 1253check_pick (object *op)
1254{
1165 object *tmp, *next; 1255 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1256 int stop = 0;
1168 int j, k, wvratio; 1257 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1170 1259
1171
1172 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1174 return 1; 1262 return 1;
1175 1263
1176 op_tag = op->count;
1177
1178 next = op->below; 1264 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1265
1182 /* loop while there are items on the floor that are not marked as 1266 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1267 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1185 { 1269 {
1186 tmp = next; 1270 tmp = next;
1187 next = tmp->below; 1271 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1272
1191 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1192 return 0; 1274 return 0;
1193 1275
1194 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1195 continue; 1277 continue;
1196 1278
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1280 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1282 pick_up (op, tmp);
1201 continue; 1283 continue;
1202 } 1284 }
1203 1285
1204 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1206 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1290 {
1208 case 1: pick_up (op, tmp); 1291 case 0:
1209 return 1; 1292 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1293 case 1:
1211 return 0; 1294 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1295 return 1;
1213 case 4: pick_up (op, tmp); 1296 case 2:
1214 break; 1297 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1298 return 0;
1216 stop = 1; 1299 case 3:
1217 break; 1300 return 0; /* stop before pickup */
1218 case 6: 1301 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1302 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1303 break;
1221 pick_up(op, tmp); 1304 case 5:
1222 break; 1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1223 1312
1224 case 7: 1313 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1315 pick_up (op, tmp);
1227 break; 1316 break;
1228 1317
1229 default: 1318 default:
1230 /* use value density */ 1319 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1322 pick_up (op, tmp);
1234 >= op->contr->mode) 1323 }
1235 pick_up(op,tmp); 1324 }
1236 } 1325 else
1237 } 1326 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1241 { 1329 {
1242 /* some debugging code to figure out item information */ 1330 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1331 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1333 &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)))); 1334 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1336 &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); 1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1338
1253 sprintf(putstring,"...flags: "); 1339 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1340 for (k = 0; k < 4; k++)
1255 { 1341 {
1256 for(j=0;j<32;j++) 1342 for (j = 0; j < 32; j++)
1257 { 1343 {
1258 if((tmp->flags[k]>>j)&0x01) 1344 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1345 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1347 strcat (putstring, tmpstr);
1262 } 1348 }
1263 } 1349 }
1264 } 1350 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1352
1267#if 0 1353#if 0
1268 /* print the flags too */ 1354 /* print the flags too */
1269 for(k=0;k<4;k++) 1355 for (k = 0; k < 4; k++)
1270 { 1356 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1273 { 1359 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1361 if (!((j + 1) % 4))
1276 } 1362 fprintf (stderr, " ");
1363 }
1277 fprintf(stderr," [%d]\n", k*32); 1364 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1365 }
1279#endif 1366#endif
1280 } 1367 }
1281 /* philosophy: 1368 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1369 * 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 1370 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1371 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1372 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1373 * example.
1287 * The drawback: right now it has no frontend, so you need to 1374 * 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 1375 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1376 * convert to decimal and then 'pickup <#>
1290 */ 1377 */
1291 1378
1292 /* the first two modes are exclusive: if NOTHING we return, if 1379 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1380 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1381 * meaning if any test passes, the item gets picked up. */
1295 1382
1296 /* if mode is set to pick nothing up, return */ 1383 /* if mode is set to pick nothing up, return */
1297 1384
1298 if(op->contr->mode & PU_NOTHING) return 1; 1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1299 1387
1300 /* if mode is set to stop when encountering objects, return */ 1388 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1389 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1390 * anything up */
1303 1391
1304 if(op->contr->mode & PU_STOP) return 0; 1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1305 1394
1306 /* useful for going into stores and not losing your settings... */ 1395 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1396 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1397 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1310 1400
1311 /* prevent us from turning into auto-thieves :) */ 1401 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue;
1313 1404
1314 /* ignore known cursed objects */ 1405 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407 continue;
1316 1408
1317 /* all food and drink if desired */ 1409 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1410 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1411 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1412 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1413 {
1414 pick_up (op, tmp);
1415 continue;
1416 }
1417
1322 if(op->contr->mode & PU_DRINK) 1418 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1419 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; } 1420 {
1421 pick_up (op, tmp);
1422 continue;
1423 }
1325 1424
1326 if(op->contr->mode & PU_POTION) 1425 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1426 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1329 1431
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1432 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1433 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1434 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1334 if(op->contr->mode & PU_SKILLSCROLL) 1440 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1441 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1337 if(op->contr->mode & PU_READABLES) 1447 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1340 1453
1341 /* wands/staves/rods/horns */ 1454 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1345 1461
1346 /* pick up all magical items */ 1462 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1463 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1464 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; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1350 1469
1351 if(op->contr->mode & PU_VALUABLES) 1470 if (op->contr->mode & PU_VALUABLES)
1352 { 1471 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1472 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1473 {
1355 } 1474 pick_up (op, tmp);
1475 continue;
1476 }
1477 }
1356 1478
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1479 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1480 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1481 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1361 1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1362 /* bows and arrows. Bows are good for selling! */ 1495 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1496 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1497 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1366 if(op->contr->mode & PU_ARROW) 1503 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1504 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1369 1509
1370 /* all kinds of armor etc. */ 1510 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1511 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1512 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1374 if(op->contr->mode & PU_HELMET) 1518 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1519 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1377 if(op->contr->mode & PU_SHIELD) 1525 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1526 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1380 if(op->contr->mode & PU_BOOTS) 1532 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1533 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1383 if(op->contr->mode & PU_GLOVES) 1539 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1540 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1386 if(op->contr->mode & PU_CLOAK) 1546 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1547 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1389 1552
1390 /* hoping to catch throwing daggers here */ 1553 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1554 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1394 1560
1395 /* careful: chairs and tables are weapons! */ 1561 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1562 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1563 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1564 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1565 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 {
1403 } 1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1574 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1575 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1577 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1578 pick_up (op, tmp);
1409 } 1579 continue;
1410 } 1580 }
1581 }
1582 }
1411 1583
1412 /* misc stuff that's useful */ 1584 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1585 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1416 1591
1417 /* any of the last 4 bits set means we use the ratio for value 1592 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1593 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1594 if (op->contr->mode & PU_RATIO)
1420 { 1595 {
1421 /* use value density to decide what else to grab */ 1596 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1597 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1598 /* >=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 */ 1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1602 {
1428 pick_up(op, tmp); 1603 pick_up (op, tmp);
1429#if 0 1604#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1606 if (tmp->name != NULL)
1607 {
1432 fprintf(stderr,"%s", tmp->name); 1608 fprintf (stderr, "%s", tmp->name);
1433 } 1609 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1610 else
1611 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1614#endif
1438 continue; 1615 continue;
1439 } 1616 }
1617 }
1618 } /* the new pickup model */
1440 } 1619 }
1441 } /* the new pickup model */ 1620
1442 }
1443 return ! stop; 1621 return !stop;
1444} 1622}
1445 1623
1446/* 1624/*
1447 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1627 * found object is returned.
1450 */ 1628 */
1629object *
1451object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1452{ 1631{
1453 object *tmp = NULL; 1632 object *tmp = NULL;
1454 1633
1455 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1635 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); 1636 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1460 return op; 1638 return op;
1461 return tmp; 1639 return tmp;
1462} 1640}
1463 1641
1464/* 1642/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1643 * 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 1644 * 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 1645 * 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. 1646 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1647 */
1470 1648
1649object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1651{
1473 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1475 1654
1476 if (!type) 1655 if (!type)
1477 return NULL; 1656 return NULL;
1478 1657
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1661 {
1662 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1664 if (i > betterby)
1485 tmp = ntmp; 1665 {
1486 betterby = i; 1666 tmp = ntmp;
1487 } 1667 betterby = i;
1668 }
1669 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1489 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1674 {
1492 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1676 {
1494 return arrow; 1677 *better = 100;
1495 } else { 1678 return arrow;
1496 tmp = arrow; 1679 }
1680 else
1681 {
1682 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1684 }
1499 } else { 1685 }
1686 else
1687 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 {
1501 attacktype = 1<<attacknum; 1690 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1691 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) { 1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1693 {
1694 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1696 }
1507 } 1697 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1699 {
1700 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1701 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1702 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1704 {
1705 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1706 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1707 }
1708 }
1709 }
1516 } 1710 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1712 return find_arrow (op, type);
1521 1713
1522 *better = betterby; 1714 *better = betterby;
1523 return tmp; 1715 return tmp;
1524} 1716}
1525 1717
1526/* looks in a given direction, finds the first valid target, and calls 1718/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1720 * op = the shooter
1529 * type = bow->race 1721 * type = bow->race
1530 * dir = fire direction 1722 * dir = fire direction
1531 */ 1723 */
1532 1724
1725object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1534{ 1727{
1535 object *tmp = NULL; 1728 object *tmp = NULL;
1536 mapstruct *m; 1729 maptile *m;
1537 int i, mflags, found, number; 1730 int i, mflags, found, number;
1538 sint16 x, y; 1731 sint16 x, y;
1539 1732
1540 if (op->map == NULL) 1733 if (op->map == NULL)
1541 return find_arrow(op, type); 1734 return find_arrow (op, type);
1542 1735
1543 /* do a dex check */ 1736 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 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))) 1738 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1739 return find_arrow (op, type);
1547 1740
1548 m = op->map; 1741 m = op->map;
1549 x = op->x; 1742 x = op->x;
1550 y = op->y; 1743 y = op->y;
1551 1744
1552 /* find the first target */ 1745 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1554 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1558 tmp = NULL; 1753 tmp = NULL;
1559 break; 1754 break;
1755 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1759 * perhaps a bad assumption.
1563 */ 1760 */
1564 tmp = NULL; 1761 tmp = NULL;
1565 break; 1762 break;
1566 } 1763 }
1567 if (mflags & P_IS_ALIVE) { 1764 if (mflags & P_IS_ALIVE)
1765 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1767 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1768 {
1571 break; 1769 found++;
1572 } 1770 break;
1771 }
1573 if (found) 1772 if (found)
1574 break; 1773 break;
1575 } 1774 }
1576 } 1775 }
1577 if (tmp == NULL) 1776 if (tmp == NULL)
1578 return find_arrow(op, type); 1777 return find_arrow (op, type);
1579 1778
1580 if (tmp->head) 1779 if (tmp->head)
1581 tmp = tmp->head; 1780 tmp = tmp->head;
1582 1781
1583 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1584} 1783}
1585 1784
1586/* 1785/*
1587 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1790 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1791 * 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 1792 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1793 * player fire modes.
1595 */ 1794 */
1795int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1797{
1599 object *left, *bow; 1798 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1799 int bowspeed, mflags;
1602 mapstruct *m; 1800 maptile *m;
1603 1801
1604 if (!dir) { 1802 if (!dir)
1803 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1805 return 0;
1607 } 1806 }
1807
1608 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1610 else { 1810 else
1811 {
1611 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1813 /* 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. 1814 * don't need to switch back and forth between bows and weapons.
1614 */ 1815 */
1615 if(bow->type==BOW) 1816 if (bow->type == BOW)
1616 break; 1817 break;
1617 1818
1618 if (!bow) { 1819 if (!bow)
1820 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1822 return 0;
1621 } 1823 }
1622 } 1824 }
1825
1623 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1829 return 0;
1626 } 1830 }
1627 1831
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1833
1630 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1633 if (bowspeed < 1) 1838 if (bowspeed < 1)
1634 bowspeed = 1; 1839 bowspeed = 1;
1635 1840
1636 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1638 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 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 */ 1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1848 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1850 return 0;
1645 } 1851 }
1646 } 1852 }
1853
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1856 return 0;
1650 } 1857
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1861 return 0;
1654 } 1862 }
1655 1863
1656 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1866 {
1867 arrow->destroy ();
1868 return 0;
1869 }
1662 1870
1663 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1876 return 0;
1669 return 0;
1670 } 1877 }
1671 set_owner(arrow, op); 1878
1672 if (arrow->skill) free_string(arrow->skill); 1879 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1880 arrow->skill = bow->skill;
1674 1881
1675 arrow->direction=dir; 1882 arrow->direction = dir;
1676 arrow->x = sx; 1883 arrow->x = sx;
1677 arrow->y = sy; 1884 arrow->y = sy;
1678 1885
1679 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1889 fix_player (op);
1682 } 1890 }
1683 1891
1684 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1690 1898
1691 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1693 */ 1901 */
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 1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1699 /* update the speed */ 1905 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1907 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 1908
1705 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1709 1913
1710 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1918 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 1919
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1921 }
1922 else
1923 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1924 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; 1925 arrow->level = op->level;
1722 } 1926 }
1927
1723 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1725 if (bow->slaying != NULL) 1931 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1932 arrow->slaying = bow->slaying;
1727 1933
1728 arrow->map = m; 1934 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1937
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1938 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); 1939 insert_ob_in_map (arrow, m, op, 0);
1735 1940
1736 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1942 move_arrow (arrow);
1738 1943
1739 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1742 else 1948 else
1743 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1744 } 1950 }
1951
1745 return 1; 1952 return 1;
1746} 1953}
1747 1954
1748/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1956 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1960 * hence the function name.
1754 */ 1961 */
1962int
1755int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1756{ 1964{
1757 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1758 1966
1759 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1968 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1969 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); 1970 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1974 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1976 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1980 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)]); 1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1985 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); 1986 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); 1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1988
1777 } else { 1989 }
1990 else
1991 {
1778 /* Simple case */ 1992 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1994 }
1781 return ret; 1995 return ret;
1782} 1996}
1783 1997
1784 1998
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1787 */ 2001 */
2002void
1788void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1789{ 2004{
1790 object *item; 2005 object *item;
1791 2006
1792 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2010 return;
1795 } 2011 }
1796 2012
1797 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2014 if (!item->inv)
2015 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2017 return;
1801 } 2018 }
1802 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1803 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 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)); 2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2025 return;
1807 } 2026 }
2027 }
1808 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2033 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2034 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)); 2035 else
1814 else 2036 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; 2037 return;
1818 } 2038 }
1819 } 2039 }
1820 2040
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1824 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
1825 object *tmp; 2047 {
1826 if (item->arch) { 2048 object *tmp;
2049
2050 if (item->arch)
2051 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1829 item->speed = 0; 2054 item->speed = 0;
1830 update_ob_speed(item); 2055 update_ob_speed (item);
1831 } 2056 }
1832 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2059 }
1835 } 2060 }
1836 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1837 drain_rod_charge(item); 2063 drain_rod_charge (item);
1838 } 2064 }
1839 } 2065 }
1840} 2066}
1841 2067
1842/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1843 */ 2069 */
2070void
1844void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1845 int spellcost=0; 2073 int spellcost = 0;
1846 2074
1847 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1849 2078
1850 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1851 case range_none: 2081 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; 2082 return;
1888 default: 2083
2084 case range_bow:
2085 player_fire_bow (op, dir);
2086 return;
2087
2088 case range_magic: /* Casting spells */
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2090 return;
2091
2092 case range_misc:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2120 return;
1891 } 2121 }
1892} 2122}
1893 2123
1894 2124
1895 2125
1902 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1905 */ 2135 */
1906 2136
2137object *
1907object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1908{ 2139{
1909 object *tmp,*key; 2140 object *tmp, *key;
1910 2141
1911 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1913 2145
1914 /* First, lets try to find a key in the top level inventory */ 2146 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1917 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1919 */ 2153 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2155 break;
1922 } 2156 }
1923 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2158 /* 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 2159 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2160 * a key, return
1927 */ 2161 */
1928 if (!tmp) { 2162 if (!tmp)
2163 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1930 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
2171 }
2172 }
2173 if (!tmp)
2174 return NULL;
1933 } 2175 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2176 /* 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 2177 * see if we actually want to use it
1939 */ 2178 */
1940 if (pl!=container) { 2179 if (pl != container)
2180 {
1941 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1943 /* cases where this fails: 2184 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2186 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1947 * containers can be used. 2188 * containers can be used.
1948 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1952 * 2193 *
1953 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1954 * all the others. 2195 * all the others.
1955 */ 2196 */
1956 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2200 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2202 "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; 2203 return NULL;
1965 } 2204 }
1966 } 2205 }
1967 return tmp; 2206 return tmp;
1968} 2207}
1969 2208
1970/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1973 * 0 otherwise 2212 * 0 otherwise
1974 */ 2213 */
2214static int
1975static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1976{ 2216{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* 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 - 2218 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1981 */ 2220 */
1982 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1983 2222
1984 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1985 if (key) { 2224 if (key)
2225 {
1986 object *container=key->env; 2226 object *container = key->env;
1987 2227
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2236 }
1994 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1996 "You open the door with the %s", query_short_name(key)); 2239 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 ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2241 }
1999 /* Do this after we print the message */ 2242 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
2002 if (container != op) 2245 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
2005 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
2006 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2253 return 1;
2009 } 2254 }
2010 return 0; 2255 return 0;
2011} 2256}
2012 2257
2013/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2018 */ 2263 */
2019 2264void
2020void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2021{ 2266{
2022 object *tmp, *mon, *tpl; 2267 object *tmp, *mon;
2023 sint16 nx, ny; 2268 sint16 nx, ny;
2024 int on_battleground; 2269 int on_battleground;
2025 mapstruct *m; 2270 maptile *m;
2026 2271
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2272 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2273 ny = freearr_y[dir] + op->y;
2031 2274
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2033 2276
2034 /* If braced, or can't move to the square, and it is not out of the 2277 /* 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 2278 * 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 2279 * 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 2280 * 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 2281 * 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 2282 * 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 2283 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2284 * move_ob uses.
2042 */ 2285 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2291 if (!m)
2047 } 2292 return; /* Don't think this should happen */
2048 else m =tpl->map; 2293 }
2049 2294 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2300 return;
2053 } 2301 }
2054 2302
2055 mon = NULL; 2303 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* 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. 2305 * 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 2306 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2307 * on the space
2060 */ 2308 */
2061 while (tmp!=NULL) { 2309 while (tmp)
2310 {
2062 if (tmp == op) { 2311 if (tmp == op)
2063 tmp=tmp->above; 2312 {
2064 continue; 2313 tmp = tmp->above;
2065 } 2314 continue;
2315 }
2316
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2318 {
2068 break; 2319 mon = tmp;
2069 } 2320 break;
2321 }
2322
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2324 mon = tmp;
2325
2072 tmp=tmp->above; 2326 tmp = tmp->above;
2073 } 2327 }
2074 2328
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2330 return; /* into a wall */
2077 2331
2078 if(mon->head != NULL) 2332 if (mon->head)
2079 mon = mon->head; 2333 mon = mon->head;
2080 2334
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2336 if (player_attack_door (op, mon))
2337 return;
2083 2338
2084 /* The following deals with possibly attacking peaceful 2339 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2340 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2341 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2342 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2343 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2344 * and thus will not push them.
2090 */ 2345 */
2091 2346
2092 /* If the creature is a pet, push it even if the player is not 2347 /* 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 2348 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2095 */ 2350 */
2096 if ((op->type==PLAYER) 2351 if ((op->type == PLAYER)
2097#if COZY_SERVER 2352#if COZY_SERVER
2098 && 2353 &&
2099 ( 2354 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2356#else
2105 && get_owner(mon)==op 2357 && mon->owner == op
2106#endif 2358#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2360 {
2109 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2362 if (op->contr->braced)
2363 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2365 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2114 return; 2368 return;
2115 } 2369 }
2116 2370
2117 /* in certain circumstances, you shouldn't attack friendly 2371 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2372 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2373 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2374 * attack them either.
2121 */ 2375 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2127#else 2383#else
2128 op->contr->peaceful && 2384 op->contr->peaceful &&
2129#endif 2385#endif
2130 !on_battleground 2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2131 )) { 2389 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2391 (void) push_ob (mon, dir, op);
2135 } else { 2392 }
2393 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2395
2396 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op);
2398 }
2399
2141 /* If the object is a boulder or other rollable object, then 2400 /* 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. 2401 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2402 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2404 {
2145 recursive_roll(mon,dir,op); 2405 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2406 if (action_makes_visible (op))
2147 } 2407 make_visible (op);
2408 }
2148 2409
2149 /* Any generic living creature. Including things like doors. 2410 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2411 * 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: 2412 * 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 2413 * 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. 2414 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2415 */
2155 2416
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2419 {
2159 2420
2160 /* If the player hasn't hit something this tick, and does 2421 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2422 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2423 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2424 * incurred a 1 tick offset.
2164 */ 2425 */
2165 if (!op->contr->has_hit) { 2426 if (!op->contr->has_hit)
2427 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2429
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2431 }
2170 2432
2171 skill_attack(mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2172 2434
2173 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2438 * the wiz.
2177 */ 2439 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2440 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)) { 2441 {
2180 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2443
2181 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2184 } 2447 }
2185 if(action_makes_visible(op)) make_visible(op); 2448
2186 } 2449 if (action_makes_visible (op))
2450 make_visible (op);
2451 }
2187 } /* if player should attack something */ 2452 } /* if player should attack something */
2188} 2453}
2189 2454
2455int
2190int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2191 int pick; 2458 int pick;
2192 object *transport = op->contr->transport;
2193 2459
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2460 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; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 op->direction = dir;
2494 else
2495 op->direction = 0;
2496
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2256} 2503}
2257 2504
2258/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2506 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2508 * the new speed values for commands.
2262 * 2509 *
2263 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2264 */ 2511 */
2512int
2265int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2266{ 2514{
2267 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2268 op->invisible = 1000; 2517 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2272 */ 2521 */
2273 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2523 op->invisible--;
2274 } 2524 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2276 op->invisible--; 2527 op->invisible--;
2277 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2278 make_visible(op); 2530 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2532 }
2281 } 2533 }
2282 2534
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2284 flee_player(op); 2537 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2287 op->speed_left--; 2541 op->speed_left--;
2288 return 0; 2542 return 0;
2289 } 2543 }
2290 } 2544 }
2291 2545
2292 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2547 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2548 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2549 * put this in a a workaround to clean up the golem pointer.
2296 */ 2550 */
2297 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2553
2304 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2556 * called, so we recheck it here.
2307 */ 2557 */
2308 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2559 for (int rep = 8; --rep && op->contr->ns->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 } 2560 ;
2561
2562 if (op->speed_left < 0)
2323 return 0; 2563 return 0;
2324}
2325 2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580
2581 return 0;
2582}
2583
2584int
2326int save_life(object *op) { 2585save_life (object *op)
2327 object *tmp; 2586{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2587 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; 2588 return 0;
2589
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598
2599 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2602 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp;
2604
2605 if (op->stats.food < 0)
2606 op->stats.food = 999;
2607
2608 fix_player (op);
2609 return 1;
2610 }
2611
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 enter_player_savebed (op); /* bring him home. */
2615 return 0;
2354} 2616}
2355 2617
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2618/* 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 2619 * 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 2620 * function will descend into containers. op is the object to start the search
2359 * from. 2621 * from.
2360 */ 2622 */
2623void
2361void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2362{ 2625{
2363 object *next; 2626 object *next;
2364 2627
2365 while (op) { 2628 while (op)
2629 {
2366 next=op->below; /* Make sure we have a good value, in case 2630 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2631 * we remove object 'op'
2368 */ 2632 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2634 {
2635 op->remove ();
2371 op->x = env->x; 2636 op->x = env->x;
2372 op->y = env->y; 2637 op->y = env->y;
2373 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2641 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2642 else if (op->inv)
2378 op=next; 2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2379 } 2646 }
2380} 2647}
2381 2648
2382 2649
2383/* 2650/*
2385 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2389 */ 2656 */
2657char *
2390char *gravestone_text (object *op) 2658gravestone_text (object *op)
2391{ 2659{
2392 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2662 time_t now = time (NULL);
2395 2663
2396 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2667 else
2400 sprintf (buf, "%s\n", op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2671 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2674 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2678 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2683 strcat (buf2, buf);
2413 } 2684 }
2685
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2417 return buf2; 2690 return buf2;
2418} 2691}
2419 2692
2420 2693
2421 2694
2695void
2422void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2423 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2426 int i; 2701 int i;
2427 int rate_hp = 1200; 2702 int rate_hp = 1200;
2428 int rate_sp = 2500; 2703 int rate_sp = 2500;
2429 int rate_grace = 2000; 2704 int rate_grace = 2000;
2430 const int max_hp = 1; 2705 const int max_hp = 1;
2431 const int max_sp = 1; 2706 const int max_sp = 1;
2432 const int max_grace = 1; 2707 const int max_grace = 1;
2433 2708
2434 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2712 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]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2714 }
2440 2715
2441 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->ns->state == ST_PLAYING)
2717 {
2442 2718
2443 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2723 else
2724 {
2448 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2727 }
2451 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2730 else
2731 {
2454 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2734 }
2457 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2737 else
2738 {
2460 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2741 }
2463 2742
2464 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2746 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) { 2747 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2748 {
2749 op->stats.sp++;
2469 /* dms do not consume food */ 2750 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2752 {
2753 op->stats.food--;
2472 if(op->contr->digestion<0) 2754 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2755 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2756 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; 2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2477 } 2784 }
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 2785
2498 /* Regenerate Grace */ 2786 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2788 if (--op->last_grace < 0)
2789 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2790 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2791 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2792 if (max_grace > 1)
2793 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2795 if (over_grace > 0)
2506 op->stats.sp += over_grace 2796 {
2797 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; 2798 + (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; 2799 op->last_grace = 0;
2509 } else { 2800 }
2801 else
2802 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2803 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2804 }
2512 } else { 2805 }
2806 else
2807 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2809 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2516 } 2811 }
2517 2812
2518 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2520 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2817 {
2818 op->stats.hp++;
2522 /* dms do not consume food */ 2819 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2821 {
2822 op->stats.food--;
2525 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2825 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; 2826 op->stats.food = last_food;
2827 }
2828 }
2829 if (max_hp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2835 op->last_heal = 0;
2836 }
2837 else
2838 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2840 }
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2530 } 2846 }
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 2847
2546 /* Digestion */ 2848 /* Digestion */
2547 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2548#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2854#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2855 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 2856#endif
2556 2857
2557 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2860 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2862 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2864 op->stats.food--;
2865 }
2564 } 2866 }
2565 2867
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 {
2567 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2568 2871
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2881 break;
2576 } 2882 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2884 flesh = tmp;
2579 } /* end of for loop */ 2885 } /* End if paid for object */
2886 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2887 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2888 * eat flesh instead.
2582 */ 2889 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2586 } 2894 }
2587 } /* end if player is starving */ 2895 } /* end if player is starving */
2588 2896
2589 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2591 2899
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2901 kill_player (op);
2594} 2902}
2595 2903
2596 2904
2597 2905
2598/* If the player should die (lack of hp, food, etc), we call this. 2906/* 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 2907 * 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 2908 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2909 * file.
2602 */ 2910 */
2911void
2603void kill_player(object *op) 2912kill_player (object *op)
2604{ 2913{
2605 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2606 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2608 int z; 2920 /* int z;
2609 int num_stats_lose; 2921 int num_stats_lose;
2610 int lost_a_stat; 2922 int lost_a_stat;
2611 int lose_this_stat; 2923 int lose_this_stat;
2612 int this_stat; 2924 int this_stat; */
2613 int will_kill_again; 2925 int will_kill_again;
2614 archetype *at; 2926 archetype *at;
2615 object *tmp; 2927 object *tmp;
2616 2928
2617 if(save_life(op)) 2929 if (save_life (op))
2618 return; 2930 return;
2619 2931
2620 2932
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2933 /* 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. 2934 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2936 */
2625 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2627 "You have been defeated in combat!"); 2939 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, 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2941
2630
2631 /* restore player */ 2942 /* restore player */
2632 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2945 if (tmp)
2635 remove_ob(tmp); 2946 {
2636 free_object(tmp); 2947 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2949 }
2639 2950
2640 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2953 if (tmp)
2643 remove_ob(tmp); 2954 {
2644 free_object(tmp); 2955 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2957 }
2647 2958
2648 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2651 2962 op->stats.food = 999;
2963
2652 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2966 if (tmp != NULL)
2655 { 2967 {
2656 sprintf(buf,"%s's finger",op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2969 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2971 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2973 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2978 }
2979
2669 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2982 op->contr->braced = 0;
2672 return; 2983 return;
2673 } 2984 }
2674 2985
2675 INVOKE_PLAYER (DEATH, op->contr); 2986 INVOKE_PLAYER (DEATH, op->contr);
2676 2987
2677 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2678 2989
2679 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2680 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2994 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..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2996 op->stats.food = 999;
2684 return; 2997 return;
2685 } 2998 }
2686 sprintf(buf,"%s starved to death.",op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2688 } 3003 {
2689 else {
2690 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3006 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..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2694 return; 3009 return;
2695 } 3010 }
2696 sprintf(buf,"%s died.",op->name); 3011 sprintf (buf, "%s died.", &op->name);
2697 } 3012 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3014
2700 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2702 3019
2703 3020
2704 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3024 * 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. 3025 * See the config.h file for a little more in depth detail about this.
2708 */ 3026 */
2709 3027
2710 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3030 * of death.
2713 */ 3031 */
2714#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2716 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3036 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3037 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3040 little bit harder. */
2722 /* GD */ 3041 /* GD */
2723 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3043 num_stats_lose = 1;
2725 else 3044 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3046 }
3047 else
3048 {
2728 num_stats_lose = 1; 3049 num_stats_lose = 1;
2729 } 3050 }
2730 lost_a_stat = 0; 3051 lost_a_stat = 0;
2731 3052
2732 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2733 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2734 3056
2735 if (settings.stat_loss_on_death) { 3057 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 3058 {
2750 dep = present_arch_in_ob(deparch,op); 3059 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3060 * what he lost.
2752 dep = arch_to_object(deparch); 3061 */
2753 insert_ob_in_ob(dep, op); 3062 change_attr_value (&(op->stats), i, -1);
2754 } 3063 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3065 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3067 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 3068 }
2783 if (lose_this_stat) { 3069 else
3070 {
3071 /* deplete a stat */
3072 archetype *deparch = archetype::find ("depletion");
3073 object *dep;
3074
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 {
3078 dep = arch_to_object (deparch);
3079 insert_ob_in_ob (dep, op);
3080 }
3081 lose_this_stat = 1;
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0)
3088 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3120 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3121 * difference.
2790 */ 3122 */
2791 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2792 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3128 fix_player (op);
2796 lost_a_stat = 1; 3129 lost_a_stat = 1;
2797 } 3130 }
2798 } 3131 }
2799 } 3132 }
2800 } 3133 }
2801 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3135 if (!lost_a_stat)
2803 { 3136 {
2804 /* determine_god() seems to not work sometimes... why is this? 3137 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3138 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3139 const char *god = determine_god (op);
3140
2807 if (god && (strcmp(god, "none"))) 3141 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3142 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" 3143 else
2810 " you.", god); 3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3145 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3146#else
2813 " feel a holy presence protecting you."); 3147 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 3148#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 3149
2819 /* Put a gravestone up where the character 'almost' died. List the 3150 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3151 * exp loss on the stone.
2821 */ 3152 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3153 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3154 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3155 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3156 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3157 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3158 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" 3159 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; 3160 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3161 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3162
2836 /**************************************/ 3163 /**************************************/
2837 /* */ 3164 /* */
2838 /* Subtract the experience points, */ 3165 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3166 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3167 /* food, and reset HP's... */
2841 /* */ 3168 /* */
2842 /**************************************/ 3169 /**************************************/
2843 3170
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3171 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3172 /* restore player */
2846 at = find_archetype("poisoning"); 3173 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3174 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3175
2849 remove_ob(tmp); 3176 if (tmp)
2850 free_object(tmp); 3177 {
3178 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3180 }
2853 3181
2854 at = find_archetype("confusion"); 3182 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3183 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3184 if (tmp)
2857 remove_ob(tmp); 3185 {
2858 free_object(tmp); 3186 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3188 }
3189
2861 cure_disease(op,0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
2862 3191
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3192 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3193 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3196 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3199
2870 /* 3200 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3201 * 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 3202 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3203 * in the map.
2874 */ 3204 */
2875 3205
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3206 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3207 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3208
2884 /****************************************/ 3209 /****************************************/
2885 /* */ 3210 /* */
2886 /* Move player to his current respawn- */ 3211 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3212 /* position (usually last savebed) */
2888 /* */ 3213 /* */
2889 /****************************************/ 3214 /****************************************/
2890 3215
2891 enter_player_savebed(op); 3216 enter_player_savebed (op);
2892 3217
2893 /* Save the player before inserting the force to reduce 3218 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3219 * chance of abuse.
2895 */ 3220 */
2896 op->contr->braced=0; 3221 op->contr->braced = 0;
2897 save_player(op,1); 3222 save_player (op, 1);
2898 3223
2899 /* it is possible that the player has blown something up 3224 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3227 * on the space that might harm the player.
2903 */ 3228 */
2904 will_kill_again=0; 3229 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
2908 } 3233
2909 if (will_kill_again) { 3234 if (will_kill_again)
3235 {
2910 object *force; 3236 object *force;
2911 int at; 3237 int at;
2912 3238
2913 force=get_archetype(FORCE_NAME); 3239 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3240 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3241 force->speed = 0.1;
2916 force->speed_left=-5.0; 3242 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3243 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3244 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3245 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3246 force->resist[at] = 100;
2921 } 3247
2922 insert_ob_in_ob(force, op); 3248 insert_ob_in_ob (force, op);
2923 fix_player(op); 3249 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3250
3251 }
3252
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3254 return;
2935 } /* NOT_PERMADETH */ 3255 } /* NOT_PERMADETH */
2936 else { 3256 else
3257 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3259 * should probably be embedded in an else statement.
2939 */ 3260 */
2940 3261
2941 op->contr->party=NULL; 3262 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3263 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3264 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3266 check_score (op);
3267
2946 if(op->contr->ranges[range_golem]!=NULL) { 3268 if (op->contr->ranges[range_golem])
3269 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3271 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3272 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3273 }
2952 } 3274
2953 loot_object(op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3276 op->remove ();
2955 op->direction=0; 3277 op->direction = 0;
2956 3278
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
2958 delete_character(op->name,0); 3281 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3282 if (settings.resurrection == TRUE)
3283 {
2960 /* save playerfile sans equipment when player dies 3284 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3285 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3286 ** type spells will work on them nicely
2963 */ 3287 */
2964 delete_character(op->name,0); 3288 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3289 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3290 op->stats.food = 999;
2967 3291
2968 /* set the location of where the person will reappear when */ 3292 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3293 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3295 if (op->map != NULL)
2972 op->map = NULL; 3296 op->map = NULL;
2973 op->x = settings.emergency_x; 3297 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3298 op->y = settings.emergency_y;
2975 save_player(op,0); 3299 save_player (op, 0);
2976 op->map = map; 3300 op->map = map;
2977 /* please see resurrection.c: peterm */ 3301 /* please see resurrection.c: peterm */
2978 dead_player(op); 3302 dead_player (op);
2979 } else { 3303 }
3304 else
2980 delete_character(op->name,1); 3305 delete_character (op->name, 1);
2981 } 3306 }
2982 } 3307
2983 play_again(op); 3308 play_again (op);
2984 3309
2985 /* peterm: added to create a corpse at deathsite. */ 3310 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3312 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3313 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3314 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3315 tmp->x = x;
2992 if (tmp->msg) 3316 tmp->y = y;
2993 free_string(tmp->msg); 3317 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3318 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3319 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3320 }
2998} 3321}
2999 3322
3000 3323
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3324void
3325loot_object (object *op)
3326{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3327 object *tmp, *tmp2, *next;
3003 3328
3004 if (op->container) { /* close open sack first */ 3329 if (op->container)
3330 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3331 esrv_apply_container (op, op->container);
3006 } 3332 }
3007 3333
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3335 {
3009 next=tmp->below; 3336 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3337 if (tmp->invisible)
3011 remove_ob(tmp); 3338 continue;
3339 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3341 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3342 { /* empty container to ground */
3015 } 3343 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3344 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3346 {
3018 if(tmp->nrof>1) { 3347 if (tmp->nrof > 1)
3348 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3350 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 }
3353 else
3354 tmp->destroy ();
3355 }
3022 } else 3356 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3358 }
3027} 3359}
3028 3360
3029/* 3361/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3363 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3364 * was changed.
3033 */ 3365 */
3034 3366
3367void
3035void fix_weight(void) { 3368fix_weight (void)
3369{
3036 player *pl; 3370 player *pl;
3371
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
3039 if(old == sum) 3376 if (old == sum)
3040 continue; 3377 continue;
3041 fix_player(pl->ob); 3378 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3380 }
3045} 3381}
3046 3382
3383void
3047void fix_luck(void) { 3384fix_luck (void)
3385{
3048 player *pl; 3386 player *pl;
3387
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3052} 3391}
3053 3392
3054 3393
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3058 */ 3397 */
3059 3398
3060void 3399void
3061cast_dust (object * op, object * throw_ob, int dir) 3400cast_dust (object *op, object *throw_ob, int dir)
3062{ 3401{
3063 object *skop, *spob; 3402 object *skop, *spob;
3064 3403
3065 skop = find_skill_by_name (op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3066 3405
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3408 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3409 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3410 return;
3073 } 3411 }
3074 3412
3075 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3076 3414
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3415 // 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 3416 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3417 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3418 if (!spob)
3081 { 3419 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3420 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; 3421 return;
3085 } 3422 }
3086 3423
3087 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3426
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3428
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3430}
3096 3431
3432void
3097void make_visible (object *op) { 3433make_visible (object *op)
3434{
3098 op->hide = 0; 3435 op->hide = 0;
3099 op->invisible = 0; 3436 op->invisible = 0;
3100 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3101 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3440 op->contr->invis_race = 0;
3103 } 3441 }
3104 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3105} 3443}
3106 3444
3445int
3107int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3108 object *tmp=NULL; 3448 object *tmp = NULL;
3109 3449
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3111 3452
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; 3453 return 0;
3117} 3454}
3118 3455
3119/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3458 * indicate greater hideability.
3122 */ 3459 */
3123 3460
3461int
3124int hideability(object *ob) { 3462hideability (object *ob)
3463{
3125 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3126 sint16 x,y; 3465 sint16 x, y;
3127 3466
3128 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3129 3469
3130 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3132 3472
3133 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3474 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3137 3478
3138 /* scan through all nearby squares for terrain to hide in */ 3479 /* 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]) { 3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3488 level += 2;
3144 else /* open terrain! */ 3489 else /* open terrain! */
3145 level -= 1; 3490 level -= 1;
3146 } 3491 }
3147 3492
3148#if 0 3493#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3495#endif
3151 return level; 3496 return level;
3152} 3497}
3153 3498
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3503 */
3159 3504
3505void
3160void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3509 object *skop;
3163 3510
3164 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3165 3513
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3515
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3516 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3170 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3522 make_visible (op);
3173 return; 3523 return;
3174 } else num += 20; 3524 }
3525 else
3526 num += 20;
3175 } 3527 }
3176 num += op->map->difficulty; 3528 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3530 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3180 make_visible(op); 3533 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3536 }
3184 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3540 }
3187} 3541}
3188 3542
3189/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3190 3544
3545int
3191int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3192 object *tmp=NULL; 3548 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3550 maptile *m;
3195 sint16 x,y; 3551 sint16 x, y;
3196 3552
3197 if(!who) return 0; 3553 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; 3554 return 0;
3555
3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3561
3562 /* search adjacent squares */
3563 for (i = 1; i < 9; i++)
3564 {
3565 x = who->x + freearr_x[i];
3566 y = who->y + freearr_y[i];
3567 m = who->map;
3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3569 /* space must be blocked if there is a monster. If not
3570 * blocked, don't need to check this space.
3571 */
3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3575 continue;
3576
3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3580 return 1;
3581 else if (tmp->type == PLAYER)
3582 {
3583 /*don't let a hidden DM prevent you from hiding */
3584 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3585 return 1;
3586 }
3587 }
3588 }
3589 return 0;
3227} 3590}
3228 3591
3229/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3594 * 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. 3601 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3602 * -b.t.
3240 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3241 */ 3604 */
3242 3605
3606int
3243int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3244 rv_vector rv; 3609 rv_vector rv;
3245 int dx,dy; 3610 int dx, dy;
3246 3611
3247 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 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; 3615 return -1;
3274 op = op->more;
3275 } 3616 }
3617 if (!pl || !op)
3276 return 0; 3618 return 0;
3619
3620 if (op->head)
3621 {
3622 op = op->head;
3623 }
3624 get_rangevector (pl, op, &rv, 0x1);
3625
3626 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any
3628 * part that is in the los array but isnt on
3629 * a blocked los square.
3630 * we use the archetype to figure out offsets.
3631 */
3632 while (op)
3633 {
3634 dx = rv.distance_x + op->arch->clone.x;
3635 dy = rv.distance_y + op->arch->clone.y;
3636
3637 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1;
3645 op = op->more;
3646 }
3647 return 0;
3277} 3648}
3278 3649
3279/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3654 * return 0.
3284 */ 3655 */
3656int
3285int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3286 3659
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3663 return 0;
3290 3664
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3292 3667
3293 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3672 return 1;
3297 } 3673 }
3298 } 3674 }
3299 return 0; 3675 return 0;
3300} 3676}
3301 3677
3302/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3681 * -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 3682 * 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 3683 * 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 3684 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3685 */
3686int
3310int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3311 object *tmp; 3689 object *tmp;
3312 3690
3313 /* A battleground-tile needs the following attributes to be valid: 3691 /* 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), 3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3326 object *invtmp; 3707 object *invtmp;
3708
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3713 if (x != NULL && y != NULL)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3715 return 1;
3716 }
3717 }
3718 }
3330 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3721 return 1;
3333 } 3722 }
3334 } 3723 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3724 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3343 return 0; 3726 return 0;
3344} 3727}
3345 3728
3346/* 3729/*
3350 * attributes: 3733 * attributes:
3351 * object *who the dragon player 3734 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3353 * int level ability level 3736 * int level ability level
3354 */ 3737 */
3738void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3746 int i = 0, j = 0;
3362 3747
3363 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3372 3757
3373 if (trlist == NULL || who->type != PLAYER) 3758 if (trlist == NULL || who->type != PLAYER)
3374 return; 3759 return;
3375 3760
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3762
3378
3379 if (tr == NULL || tr->item == NULL) { 3763 if (tr == NULL || tr->item == NULL)
3764 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3766 return;
3382 } 3767 }
3383 3768
3384 /* everything seems okay - now bring on the gift: */ 3769 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3770 item = &(tr->item->clone);
3386 3771
3387 if (item->type == SPELL) { 3772 if (item->type == SPELL)
3773 {
3388 if (check_spell_known (who, item->name)) 3774 if (check_spell_known (who, item->name))
3389 return; 3775 return;
3390 3776
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3777 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); 3778 do_learn_spell (who, item, 0);
3393 return; 3779 return;
3394 } 3780 }
3395 3781
3396 /* grant direct spell */ 3782 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3783 if (item->type == SPELLBOOK)
3784 {
3398 if (!item->inv) { 3785 if (!item->inv)
3786 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3787 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3788 return;
3402 } 3789 }
3403 if (check_spell_known (who, item->inv->name)) 3790 if (check_spell_known (who, item->inv->name))
3404 return; 3791 return;
3405 if (item->invisible) { 3792 if (item->invisible)
3793 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3794 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); 3795 do_learn_spell (who, item->inv, 0);
3408 return; 3796 return;
3409 } 3797 }
3410 } 3798 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3801 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3802 {
3413 3803
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* 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 3805 * 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, 3806 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3418 */ 3808 */
3419 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3420 /* Give new attacktype */ 3811 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3422 3813
3423 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3425 3816
3426 if (item->msg != NULL) 3817 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3819
3429 /* Give player new face */ 3820 /* Give player new face */
3430 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3431 who->face = skop->face; 3823 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3826 who->last_anim = 0;
3435 who->state = 0; 3827 who->state = 0;
3436 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3437 } 3829 }
3830 }
3831 }
3438 } 3832 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3442 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3836 object *skin;
3837
3444 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3841 ;
3448 3842
3843 if (!skin)
3844 return;
3845
3449 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3849 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3850
3453 /* print message */ 3851 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3852 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3853 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3854 {
3457 if (j) 3855 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3856 {
3459 else 3857 if (j)
3460 j = 1; 3858 strcat (buf, " and ");
3859 else
3860 j = 1;
3461 strcat(buf, spellpathnames[i]); 3861 strcat (buf, spellpathnames[i]);
3462 } 3862 }
3463 } 3863 }
3464 strcat(buf,"."); 3864 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3865 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3866 }
3467 3867
3468 /* evtl. adding flags: */ 3868 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3869 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3870 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3871 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3872 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3873 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3874 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3875
3476 /* print message if there is one */ 3876 /* print message if there is one */
3477 if (item->msg != NULL) 3877 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3878 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3879 }
3880 else
3479 } 3881 {
3480 else {
3481 /* generate misc. treasure */ 3882 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3883 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3884 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); 3885 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3886 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3887 esrv_send_item (who, tmp);
3487 } 3888 }
3488} 3889}
3489 3890
3490/** 3891/**
3491 * Unready an object for a player. This function does nothing if the object was 3892 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3893 * not readied.
3493 */ 3894 */
3895void
3494void player_unready_range_ob(player *pl, object *ob) { 3896player_unready_range_ob (player *pl, object *ob)
3897{
3495 rangetype i; 3898 rangetype i;
3496 3899
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3498 if (pl->ranges[i] == ob) { 3902 if (pl->ranges[i] == ob)
3903 {
3499 pl->ranges[i] = NULL; 3904 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3905 if (pl->shoottype == i)
3906 {
3501 pl->shoottype = range_none; 3907 pl->shoottype = range_none;
3502 } 3908 }
3503 } 3909 }
3504 } 3910 }
3505} 3911}

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