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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 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
47
55 return NULL; 48 return 0;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77
78void
79display_motd (const object *op)
80{
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 return;
90
91 motd[0] = '\0';
92 size = 0;
93
94 while (fgets (buf, MAX_BUF, fp))
95 {
96 if (*buf == '#')
97 continue;
98
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102
103 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104 close_and_delete (fp, comp);
105}
106
107void
108send_rules (const object *op)
109{
110 char buf[MAX_BUF];
111 char rules[HUGE_BUF];
112 FILE *fp;
113 int comp;
114 int size;
115
116 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 return;
119
120 rules[0] = '\0';
121 size = 0;
122
123 while (fgets (buf, MAX_BUF, fp))
124 {
125 if (*buf == '#')
126 continue;
127
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133
134 strncat (rules + size, buf, HUGE_BUF - size);
135 size += strlen (buf);
136 }
137
138 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139 close_and_delete (fp, comp);
140}
141
142void
143send_news (const object *op)
144{
145 char buf[MAX_BUF];
146 char news[HUGE_BUF];
147 char subject[MAX_BUF];
148 FILE *fp;
149 int comp;
150 int size;
151
152 sprintf (buf, "%s/%s", settings.confdir, settings.news);
153 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154 return;
155
156 news[0] = '\0';
157 subject[0] = '\0';
158 size = 0;
159
160 while (fgets (buf, MAX_BUF, fp) != NULL)
161 {
162 if (*buf == '#')
163 continue;
164
165 if (*buf == '%')
166 { /* send one news */
167 if (size > 0)
168 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 */
169 strcpy (subject, buf + 1);
170 strip_endline (subject);
171 size = 0;
172 news[0] = '\0';
173 }
174 else
175 {
176 if (size + strlen (buf) >= HUGE_BUF)
72 { 177 {
73 if ( found ) 178 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 179 break;
75
76 found = pl;
77 } 180 }
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); 181 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 182 size += strlen (buf);
170 } 183 }
171 }
172 184 }
185
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 187 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); 188 close_and_delete (fp, comp);
179} 189}
180 190
191int
181int playername_ok(const char *cp) { 192playername_ok (const char *cp)
193{
182 /* Don't allow - or _ as first character in the name */ 194 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 195 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
188 return 1; 202 return 1;
189} 203}
190 204
191/* This no longer sets the player map. Also, it now updates 205/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 206 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 207 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 211 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 212 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 213 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 214 * the one that is passed.
201 */ 215 */
202static player* get_player(player *p) { 216static player *
217get_player (player *p)
218{
203 object *op=arch_to_object(get_player_archetype(NULL)); 219 object *op = arch_to_object (get_player_archetype (0));
204 int i; 220 int i;
205 221
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 222 /* Clears basically the entire player structure except
231 * for next and socket. 223 * for next and socket.
232 */ 224 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 225 p->clear ();
234 226
235 /* There are some elements we want initialized to non zero value - 227 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 228 * we deal with that below this point.
237 */ 229 */
238 p->party=NULL; 230 p->party = NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 231 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 232 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 233 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 234 p->Swap_First = -1;
243 235
244#ifdef AUTOSAVE 236#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 237 p->last_save_tick = 9999999;
246#endif 238#endif
247 239
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 241
250 op->contr=p; /* this aren't yet in archetype */ 242 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 243 p->ob = op;
252 op->speed_left=0.5; 244 op->speed_left = 0.5;
253 op->speed=1.0; 245 op->speed = 1.0;
254 op->direction=5; /* So player faces south */ 246 op->direction = 5; /* So player faces south */
255 op->stats.wc=2; 247 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 248 op->run_away = 25; /* Then we panick... */
249
250 {
251 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 */ 252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op); 253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
260 p->state=ST_ROLL_STAT; 256 p->ns->state = ST_ROLL_STAT;
261 clear_los(op); 257 clear_los (op);
262 258
263 p->gen_sp_armour=10; 259 p->gen_sp_armour = 10;
264 p->last_speed= -1; 260 p->last_speed = -1;
265 p->shoottype=range_none; 261 p->shoottype = range_none;
266 p->bowtype=bow_normal; 262 p->bowtype = bow_normal;
267 p->petmode=pet_normal; 263 p->petmode = pet_normal;
268 p->listening=10; 264 p->listening = 10;
269 p->usekeys=containers; 265 p->usekeys = containers;
270 p->last_weapon_sp= -1; 266 p->last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 267 p->peaceful = 1; /* default peaceful */
272 p->do_los=1; 268 p->do_los = 1;
273 p->explore=0; 269 p->explore = 0;
274 p->no_shout=0; /* default can shout */
275 270
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 271 assign (p->title, op->arch->clone.name);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race); 272 op->race = op->arch->clone.race;
279 273
280 CLEAR_FLAG(op,FLAG_READY_SKILL); 274 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 275
282 /* we need to clear these to -1 and not zero - otherwise, 276 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 277 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 278 * send new values to the client, as things like exp start
285 * at zero. 279 * at zero.
286 */ 280 */
287 for (i=0; i < NUM_SKILLS; i++) { 281 for (i = 0; i < NUM_SKILLS; i++)
282 {
288 p->last_skill_exp[i] = -1; 283 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 284 p->last_skill_ob[i] = NULL;
290 } 285 }
286
291 for (i=0; i < NROFATTACKS; i++) { 287 for (i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 288 p->last_resist[i] = -1;
293 } 289
294 p->last_stats.exp = -1; 290 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 291 p->last_weight = (uint32) - 1;
296 292
297 p->socket.update_look=0; 293 p->ns->update_look = 0;
298 p->socket.look_position=0; 294 p->ns->look_position = 0;
295
299 return p; 296 return p;
300} 297}
301
302 298
303/* This loads the first map an puts the player on it. */ 299/* This loads the first map an puts the player on it. */
300static void
304static void set_first_map(object *op) 301set_first_map (object *op)
305{ 302{
306 strcpy(op->contr->maplevel, first_map_path); 303 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 304 op->x = -1;
308 op->y = -1; 305 op->y = -1;
309 enter_exit(op, NULL); 306 enter_exit (op, 0);
310} 307}
311 308
312/* Tries to add player on the connection passwd in ns. 309/* 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 310 * All we can really get in this is some settings like host and display
314 * mode. 311 * mode.
315 */ 312 */
316 313
317int add_player(NewSocket *ns) { 314int
318 player *p; 315add_player (client *ns)
316{
317 player *p = new player;
319 318
319 p->ns = ns;
320 ns->pl = p;
321
322 p->next = first_player;
323 first_player = p;
324
320 p=get_player(NULL); 325 p = get_player (p);
321 p->socket = *ns; 326
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); 327 set_first_map (p->ob);
332 328
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 330 add_friendly_object (p->ob);
335 send_rules(p->ob); 331 send_rules (p->ob);
336 send_news(p->ob); 332 send_news (p->ob);
337 display_motd(p->ob); 333 display_motd (p->ob);
334
338 get_name(p->ob); 335 get_name (p->ob);
336
339 return 0; 337 return 0;
340} 338}
341 339
342/* 340/*
343 * get_player_archetype() return next player archetype from archetype 341 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 342 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 343 * Note: there MUST be at least one player archetype!
346 */ 344 */
345archetype *
347archetype *get_player_archetype(archetype* at) 346get_player_archetype (archetype *at)
348{ 347{
349 archetype *start = at; 348 archetype *start = at;
349
350 for (;;) { 350 for (;;)
351 {
351 if (at==NULL || at->next==NULL) 352 if (at == NULL || at->next == NULL)
352 at=first_archetype; 353 at = first_archetype;
353 else 354 else
354 at=at->next; 355 at = at->next;
356
355 if(at->clone.type==PLAYER) 357 if (at->clone.type == PLAYER)
356 return at; 358 return at;
359
357 if (at == start) { 360 if (at == start)
361 {
358 LOG (llevError, "No Player archetypes\n"); 362 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 363 exit (-1);
360 } 364 }
361 } 365 }
362} 366}
363 367
364 368object *
365object *get_nearest_player(object *mon) { 369get_nearest_player (object *mon)
370{
366 object *op = NULL; 371 object *op = NULL;
367 player *pl = NULL; 372 player *pl = NULL;
368 objectlink *ol; 373 objectlink *ol;
369 unsigned lastdist; 374 unsigned lastdist;
370 rv_vector rv; 375 rv_vector rv;
371 376
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
378 {
373 /* We should not find free objects on this friendly list, but it 379 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 380 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 381 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 382 * list is also free, so encapsulate this in a while loop.
377 */ 383 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
379 object *tmp=ol->ob; 386 object *tmp = ol->ob;
380 387
381 /* Can't do much more other than log the fact, because the object 388 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 389 * itself will have been cleared.
383 */ 390 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 392 ol = ol->next;
386 remove_friendly_object(tmp); 393 remove_friendly_object (tmp);
387 if (!ol) return op; 394 if (!ol)
388 } 395 return op;
396 }
389 397
390 /* Remove special check for player from this. First, it looks to cause 398 /* 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 399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 400 * 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 401 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 402 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 403 * on_same_map check, as can_detect_enemy also does this
396 */ 404 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 405 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 406 continue;
399 407
400 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
409 {
401 op=ol->ob; 410 op = ol->ob;
402 lastdist=rv.distance; 411 lastdist = rv.distance;
403 } 412 }
404 } 413 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 414 for (pl = first_player; pl != NULL; pl = pl->next)
415 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 416 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
407 418
408 if(lastdist>rv.distance) { 419 if (lastdist > rv.distance)
409 op=pl->ob; 420 {
410 lastdist=rv.distance; 421 op = pl->ob;
411 } 422 lastdist = rv.distance;
412 } 423 }
424 }
413 } 425 }
414#if 0 426#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 428#endif
417 return op; 429 return op;
418} 430}
419 431
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 432/* 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 433 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 434 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 471 * 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, 472 * 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 473 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 474 * is blocking itself.
463 */ 475 */
476int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 477path_to_player (object *mon, object *pl, unsigned mindiff)
478{
465 rv_vector rv; 479 rv_vector rv;
466 sint16 x,y; 480 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 481 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 482 maptile *m, *lastmap;
469 483
470 get_rangevector(mon, pl, &rv, 0); 484 get_rangevector (mon, pl, &rv, 0);
471 485
472 if (rv.distance<mindiff) return 0; 486 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; 487 return 0;
725}
726 488
727void confirm_password(object *op) { 489 x = mon->x;
490 y = mon->y;
491 m = mon->map;
492 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
495 /* If we can't solve it within the search distance, return now. */
496 if (diff > max)
497 return 0;
498 while (diff > 1 && max > 0)
499 {
500 lastx = x;
501 lasty = y;
502 lastmap = m;
503 x = lastx + freearr_x[dir];
504 y = lasty + freearr_y[dir];
728 505
506 mflags = get_map_flags (m, &m, x, y, &x, &y);
507 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
508
509 /* Space is blocked - try changing direction a little */
510 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
511 && (m == mon->map && blocked_link (mon, m, x, y))))
512 {
513 /* recalculate direction from last good location. Possible
514 * we were not traversing ideal location before.
515 */
516 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
517 if (rv.direction != dir)
518 {
519 /* OK - says direction should be different - lets reset the
520 * the values so it will try again.
521 */
522 x = lastx;
523 y = lasty;
524 m = lastmap;
525 dir = firstdir = rv.direction;
526 }
527 else
528 {
529 /* direct path is blocked - try taking a side step to
530 * either the left or right.
531 * Note increase the values in the loop below to be
532 * more than -1/1 respectively will mean the monster takes
533 * bigger detour. Have to be careful about these values getting
534 * too big (3 or maybe 4 or higher) as the monster may just try
535 * stepping back and forth
536 */
537 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
538 {
539 if (i == 0)
540 continue; /* already did this, so skip it */
541 /* Use lastdir here - otherwise,
542 * since the direction that the creature should move in
543 * may change, you could get infinite loops.
544 * ie, player is northwest, but monster can only
545 * move west, so it does that. It goes some distance,
546 * gets blocked, finds that it should move north,
547 * can't do that, but now finds it can move east, and
548 * gets back to its original point. lastdir contains
549 * the last direction the creature has successfully
550 * moved.
551 */
552
553 x = lastx + freearr_x[absdir (lastdir + i)];
554 y = lasty + freearr_y[absdir (lastdir + i)];
555 m = lastmap;
556 mflags = get_map_flags (m, &m, x, y, &x, &y);
557 if (mflags & P_OUT_OF_MAP)
558 continue;
559 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
560 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
561 continue;
562 if (mflags & P_BLOCKSVIEW)
563 continue;
564
565 if (m == mon->map && blocked_link (mon, m, x, y))
566 break;
567 }
568 /* go through entire loop without finding a valid
569 * sidestep to take - thus, no valid path.
570 */
571 if (i == (DETOUR_AMOUNT + 1))
572 return 0;
573 diff--;
574 lastdir = dir;
575 max--;
576 if (!firstdir)
577 firstdir = dir + i;
578 } /* else check alternate directions */
579 } /* if blocked */
580 else
581 {
582 /* we moved towards creature, so diff is less */
583 diff--;
584 max--;
585 lastdir = dir;
586 if (!firstdir)
587 firstdir = dir;
588 }
589 if (diff <= 1)
590 {
591 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance.
593 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
596 }
597 if (diff > max)
598 return 0;
599 }
600 /* If we reached the max, didn't find a direction in time */
601 if (!max)
602 return 0;
603
604 return firstdir;
605}
606
607void
608give_initial_items (object *pl, treasurelist * items)
609{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614
615 for (op = pl->inv; op; op = next)
616 {
617 next = op->below;
618
619 /* Forces get applied per default, unless they have the
620 * flag "neutral" set. Sorry but I can't think of a better way
621 */
622 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
623 SET_FLAG (op, FLAG_APPLIED);
624
625 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions
627 */
628 if (pl->type == PLAYER)
629 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
631 (op->type == ARMOUR || op->type == BOOTS ||
632 op->type == CLOAK || op->type == HELMET ||
633 op->type == SHIELD || op->type == GLOVES ||
634 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635 {
636 op->destroy ();
637 continue;
638 }
639 }
640
641 /* This really needs to be better - we should really give
642 * a substitute spellbook. The problem is that we don't really
643 * have a good idea what to replace it with (need something like
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */
647 if (op->type == SPELLBOOK || op->type == SKILL)
648 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 {
657 op->destroy ();
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
659 continue;
660 }
661
662 if (op->nrof > 1)
663 op->nrof = 1;
664 }
665
666 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670
671 /* Give starting characters identified, uncursed, and undamned
672 * items. Just don't identify gold or silver, or it won't be
673 * merged properly.
674 */
675 if (need_identify (op))
676 {
677 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED);
680 }
681 if (op->type == SPELL)
682 {
683 op->destroy ();
684 continue;
685 }
686 else if (op->type == SKILL)
687 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0;
690 op->level = 1;
691 }
692 /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */
696
697 /* Need to set up the skill pointers */
698 link_player_skills (pl);
699}
700
701void
702get_name (object *op)
703{
729 op->contr->write_buf[0]='\0'; 704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
730 op->contr->state=ST_CONFIRM_PASSWORD; 781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732} 783}
733 784
785void
734void get_party_password(object *op, partylist *party) { 786get_party_password (object *op, partylist *party)
787{
735 if (party == NULL) { 788 if (party == NULL)
789 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 791 return;
738 } 792 }
739 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 794 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 795 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 797}
744 798
745 799
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int
747int roll_stat(void) { 802roll_stat (void)
803{
748 int a[4],i,j,k; 804 int a[4], i, j, k;
749 805
750 for(i=0;i<4;i++) 806 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 807 a[i] = (int) RANDOM () % 6 + 1;
752 808
753 for(i=0,j=0,k=7;i<4;i++) 809 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 810 if (a[i] < k)
755 k=a[i],j=i; 811 k = a[i], j = i;
756 812
757 for(i=0,k=0;i<4;i++) { 813 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j)
759 k+=a[i];
760 } 814 {
815 if (i != j)
816 k += a[i];
817 }
761 return k; 818 return k;
762} 819}
763 820
821void
764void roll_stats(object *op) { 822roll_stats (object *op)
823{
765 int sum=0; 824 int sum = 0;
766 int i = 0, j = 0; 825 int i = 0, j = 0;
767 int statsort[7]; 826 int statsort[7];
768 827
828 do
769 do { 829 {
770 op->stats.Str=roll_stat(); 830 op->stats.Str = roll_stat ();
771 op->stats.Dex=roll_stat(); 831 op->stats.Dex = roll_stat ();
772 op->stats.Int=roll_stat(); 832 op->stats.Int = roll_stat ();
773 op->stats.Con=roll_stat(); 833 op->stats.Con = roll_stat ();
774 op->stats.Wis=roll_stat(); 834 op->stats.Wis = roll_stat ();
775 op->stats.Pow=roll_stat(); 835 op->stats.Pow = roll_stat ();
776 op->stats.Cha=roll_stat(); 836 op->stats.Cha = roll_stat ();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 837 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+ 838 }
779 op->stats.Cha;
780 } while(sum<82||sum>116); 839 while (sum < 82 || sum > 116);
781 840
782 /* Sort the stats so that rerolling is easier... */ 841 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str; 842 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex; 843 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int; 844 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con; 845 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis; 846 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow; 847 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha; 848 statsort[6] = op->stats.Cha;
790 849
791 /* a quick and dirty bubblesort? */ 850 /* a quick and dirty bubblesort? */
851 do
792 do { 852 {
793 if (statsort[i] < statsort[i + 1]) { 853 if (statsort[i] < statsort[i + 1])
854 {
794 j = statsort[i]; 855 j = statsort[i];
795 statsort[i] = statsort[i + 1]; 856 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j; 857 statsort[i + 1] = j;
797 i = 0; 858 i = 0;
798 } else { 859 }
799 i++; 860 else
800 } 861 {
862 i++;
863 }
864 }
801 } while (i < 6); 865 while (i < 6);
802 866
803 op->stats.Str = statsort[0]; 867 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 868 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 869 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 870 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 871 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 872 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 873 op->stats.Cha = statsort[6];
810 874
811 875
812 op->contr->orig_stats.Str=op->stats.Str; 876 op->contr->orig_stats.Str = op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex; 877 op->contr->orig_stats.Dex = op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int; 878 op->contr->orig_stats.Int = op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con; 879 op->contr->orig_stats.Con = op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis; 880 op->contr->orig_stats.Wis = op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow; 881 op->contr->orig_stats.Pow = op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha; 882 op->contr->orig_stats.Cha = op->stats.Cha;
819 883
820 op->level=1; 884 op->level = 1;
821 op->stats.exp=0; 885 op->stats.exp = 0;
822 op->stats.ac=0; 886 op->stats.ac = 0;
823 887
824 op->contr->levhp[1] = 9; 888 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 889 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 890 op->contr->levgrace[1] = 3;
827 891
828 fix_player(op); 892 fix_player (op);
829 op->stats.hp = op->stats.maxhp; 893 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 894 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 895 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 896 op->contr->orig_stats = op->stats;
833} 897}
834 898
899void
835void Roll_Again(object *op) 900Roll_Again (object *op)
836{ 901{
837 esrv_new_player(op->contr, 0); 902 esrv_new_player (op->contr, 0);
903 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)? "); 904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839} 905}
840 906
907void
841void Swap_Stat(object *op,int Swap_Second) 908Swap_Stat (object *op, int Swap_Second)
842{ 909{
843 signed char tmp; 910 signed char tmp;
844 char buf[MAX_BUF]; 911 char buf[MAX_BUF];
845 912
846 if ( op->contr->Swap_First == -1 ) { 913 if (op->contr->Swap_First == -1)
914 {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 915 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,"); 916 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"); 917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
850 return; 918 return;
851 } 919 }
852 920
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
854 922
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 923 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));
857 924
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
859 926
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 928 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 929 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex; 930 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con; 931 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int; 932 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis; 933 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow; 934 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha; 935 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0; 936 op->stats.ac = 0;
870 937
871 op->level=1; 938 op->level = 1;
872 op->stats.exp=0; 939 op->stats.exp = 0;
873 op->stats.ac=0; 940 op->stats.ac = 0;
874 941
875 op->contr->levhp[1] = 9; 942 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6; 943 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3; 944 op->contr->levgrace[1] = 3;
878 945
879 fix_player(op); 946 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 949 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats; 950 op->contr->orig_stats = op->stats;
884 op->contr->Swap_First=-1; 951 op->contr->Swap_First = -1;
885} 952}
886 953
887 954
888/* This code has been greatly reduced, because with set_attr_value 955/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric 956 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered 957 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats 958 * 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 959 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation. 960 * the number's access that stat. The table does that translation.
894 */ 961 */
962int
895int key_roll_stat(object *op, char key) 963key_roll_stat (object *op, char key)
896{ 964{
897 int keynum = key -'0'; 965 int keynum = key - '0';
898 char buf[MAX_BUF]; 966 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
900 968
901 if (keynum>0 && keynum<=7) { 969 if (keynum > 0 && keynum <= 7)
970 {
902 if (op->contr->Swap_First==-1) { 971 if (op->contr->Swap_First == -1)
972 {
903 op->contr->Swap_First=stat_trans[keynum]; 973 op->contr->Swap_First = stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 975 new_draw_info (NDI_UNIQUE, 0, op, buf);
906 } 976 }
907 else 977 else
908 Swap_Stat(op,stat_trans[keynum]); 978 Swap_Stat (op, stat_trans[keynum]);
909 979
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
911 return 1; 981 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 } 982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
921 994
922#if 0 995#if 0
923 /* So that enter_exit will put us at startx/starty */ 996 /* So that enter_exit will put us at startx/starty */
924 op->x= -1; 997 op->x = -1;
925 998
926 enter_exit(op,NULL); 999 enter_exit (op, NULL);
927#endif 1000#endif
928 SET_ANIMATION(op, 2); /* So player faces south */ 1001 SET_ANIMATION (op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */ 1002 /* Enter exit adds a player otherwise */
930 add_statbonus(op); 1003 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"); 1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS; 1006 op->contr->ns->state = ST_CHANGE_CLASS;
933 if (op->msg) 1007 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg); 1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
935 return 0; 1009 return 0;
936 } 1010 }
937 case 'y': 1011 case 'y':
938 case 'Y': 1012 case 'Y':
939 roll_stats(op); 1013 roll_stats (op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
941 return 1; 1015 return 1;
942 1016
943 case 'q': 1017 case 'q':
944 case 'Q': 1018 case 'Q':
945 play_again(op); 1019 play_again (op);
946 return 1; 1020 return 1;
947 1021
948 default: 1022 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
950 return 0; 1024 return 0;
951 } 1025 }
952 return 0; 1026 return 0;
953} 1027}
954 1028
955/* This function takes the key that is passed, and does the 1029/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 1030 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 1031 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 1032 * separate race and class; this actually changes the RACE,
959 * not the class. 1033 * not the class.
960 */ 1034 */
961 1035
1036int
962int key_change_class(object *op, char key) 1037key_change_class (object *op, char key)
963{ 1038{
964 int tmp_loop; 1039 int tmp_loop;
965 1040
966 if(key=='q'||key=='Q') { 1041 if (key == 'q' || key == 'Q')
1042 {
967 remove_ob(op); 1043 op->remove ();
968 play_again(op); 1044 play_again (op);
969 return 0; 1045 return 0;
970 } 1046 }
971 if(key=='d'||key=='D') { 1047 if (key == 'd' || key == 'D')
1048 {
972 char buf[MAX_BUF]; 1049 char buf[MAX_BUF];
973 1050
974 /* this must before then initial items are given */ 1051 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 1052 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 1053
1054 treasurelist *tl = find_treasurelist ("starting_wealth");
1055 if (tl)
1056 create_treasure (tl, op, 0, 0, 0);
1057
978 INVOKE_PLAYER (BIRTH, op->contr); 1058 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 1059 INVOKE_PLAYER (LOGIN, op->contr);
980 1060
981 op->contr->state=ST_PLAYING; 1061 op->contr->ns->state = ST_PLAYING;
982 1062
983 if (op->msg) { 1063 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 1064 op->msg = NULL;
986 }
987 1065
988 /* We create this now because some of the unique maps will need it 1066 /* We create this now because some of the unique maps will need it
989 * to save here. 1067 * to save here.
990 */ 1068 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 1070 make_path_to_file (buf);
993 1071
994#ifdef AUTOSAVE 1072#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 1073 op->contr->last_save_tick = pticks;
996#endif 1074#endif
997 start_info(op); 1075 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 1076 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 1077 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 1078 link_player_skills (op);
1001 esrv_send_inventory(op, op); 1079 esrv_send_inventory (op, op);
1002 fix_player(op); 1080 fix_player (op);
1003 1081
1004 /* This moves the player to a different start map, if there 1082 /* This moves the player to a different start map, if there
1005 * is one for this race 1083 * is one for this race
1006 */ 1084 */
1007 if(*first_map_ext_path) { 1085 if (*first_map_ext_path)
1086 {
1008 object *tmp; 1087 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 1088 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 1089
1012 first_map_ext_path, op->arch->name); 1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 1091 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 1092 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 1093 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 1094 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 1095 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 1096 * if the map isn't there, then stay on the
1019 * default initial map */ 1097 * default initial map */
1020 free_object(tmp); 1098 tmp->destroy ();
1099 }
1021 } else { 1100 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 1101 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 1102
1103 return 0;
1104 }
1105
1027 /* Following actually changes the race - this is the default command 1106 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 1107 * if we don't match with one of the options above.
1029 */ 1108 */
1030 1109
1031 tmp_loop = 0; 1110 tmp_loop = 0;
1032 while(!tmp_loop) { 1111 while (!tmp_loop)
1033 const char *name = add_string (op->name); 1112 {
1113 shstr name = op->name;
1034 int x = op->x, y = op->y; 1114 int x = op->x, y = op->y;
1115
1035 remove_statbonus(op); 1116 remove_statbonus (op);
1036 remove_ob (op); 1117 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 1118 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 1119 op->arch->clone.copy_to (op);
1039 op->instantiate (); 1120 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 1121 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 1122 op->name = op->name_pl = name;
1042 op->name = name; 1123 op->x = x;
1043 free_string(op->name_pl); 1124 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 */ 1125 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 1126 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1127 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op); 1128 add_statbonus (op);
1052 tmp_loop=allowed_class(op); 1129 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 1130 }
1131
1056 update_object(op,UP_OBJ_FACE); 1132 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 1133 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 1134 fix_player (op);
1059 op->stats.hp=op->stats.maxhp; 1135 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 1136 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 1137 op->stats.grace = 0;
1138
1062 if (op->msg) 1139 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1142 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; 1143 return 0;
1066} 1144}
1067 1145
1146int
1068int key_confirm_quit(object *op, char key) 1147key_confirm_quit (object *op, char key)
1069{ 1148{
1070 char buf[MAX_BUF]; 1149 char buf[MAX_BUF];
1071 1150
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1073 op->contr->state=ST_PLAYING; 1153 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1155 return 1;
1076 } 1156 }
1077 1157
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1158 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1159 INVOKE_PLAYER (QUIT, op->contr);
1080 1160
1081 terminate_all_pets(op); 1161 terminate_all_pets (op);
1082 leave_map(op); 1162 leave_map (op);
1083 op->direction=0; 1163 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1165
1087 strcpy(op->contr->killer,"quit"); 1166 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1167 check_score (op);
1089 op->contr->party=NULL; 1168 op->contr->party = NULL;
1090 if (settings.set_title == TRUE) 1169 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1170 op->contr->own_title[0] = '\0';
1092 1171
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1094 mapstruct *mp, *next; 1173 {
1174 maptile *mp, *next;
1095 1175
1096 /* We need to hunt for any per player unique maps in memory and 1176 /* 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, 1177 * 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 1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1179 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1102 next = mp->next; 1183 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1184 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1185 delete_map (mp);
1105 } 1186 }
1106 1187
1107 delete_character(op->name, 1); 1188 delete_character (op->name, 1);
1108 } 1189 }
1190
1109 play_again(op); 1191 play_again (op);
1110 return 1; 1192 return 1;
1111} 1193}
1112 1194
1195void
1113void flee_player(object *op) { 1196flee_player (object *op)
1197{
1114 int dir,diff; 1198 int dir, diff;
1115 rv_vector rv; 1199 rv_vector rv;
1116 1200
1117 if(op->stats.hp < 0) { 1201 if (op->stats.hp < 0)
1202 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1203 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1204 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1205 return;
1121 } 1206 }
1122 1207
1123 if(op->enemy==NULL) { 1208 if (op->enemy == NULL)
1209 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1210 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1211 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1212 return;
1127 } 1213 }
1128 1214
1129 /* Seen some crashes here. Since we don't store an 1215 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1216 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1217 * actual enemy, and the object is recycled.
1132 */ 1218 */
1133 if (op->enemy->map == NULL) { 1219 if (op->enemy->map == NULL)
1220 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1221 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1222 op->enemy = NULL;
1136 return; 1223 return;
1137 } 1224 }
1138 1225
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1226 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 {
1140 op->enemy=NULL; 1228 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1229 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1230 return;
1143 } 1231 }
1232
1144 get_rangevector(op, op->enemy, &rv, 0); 1233 get_rangevector (op, op->enemy, &rv, 0);
1145 1234
1146 dir=absdir(4+rv.direction); 1235 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1236 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 } 1237 {
1238 int m = 1 - (RANDOM () & 2);
1239
1240 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1241 return;
1242 }
1243
1154 /* Cornered, get rid of scared */ 1244 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1245 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1246 op->enemy = NULL;
1157} 1247}
1158 1248
1159 1249
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1250/* 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 1251 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1252 * stop.
1163 */ 1253 */
1254int
1164int check_pick(object *op) { 1255check_pick (object *op)
1256{
1165 object *tmp, *next; 1257 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1258 int stop = 0;
1168 int j, k, wvratio; 1259 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1260 char putstring[128], tmpstr[16];
1170 1261
1171
1172 /* if you're flying, you cna't pick up anything */ 1262 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1263 if (op->move_type & MOVE_FLYING)
1174 return 1; 1264 return 1;
1175 1265
1176 op_tag = op->count;
1177
1178 next = op->below; 1266 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1267
1182 /* loop while there are items on the floor that are not marked as 1268 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1269 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1270 while (next && !next->destroyed ())
1185 { 1271 {
1186 tmp = next; 1272 tmp = next;
1187 next = tmp->below; 1273 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1274
1191 if (was_destroyed (op, op_tag)) 1275 if (op->destroyed ())
1192 return 0; 1276 return 0;
1193 1277
1194 if ( ! can_pick (op, tmp)) 1278 if (!can_pick (op, tmp))
1195 continue; 1279 continue;
1196 1280
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1282 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1283 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1284 pick_up (op, tmp);
1201 continue; 1285 continue;
1202 } 1286 }
1203 1287
1204 /* high not bit set? We're using the old autopickup model */ 1288 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1289 if (!(op->contr->mode & PU_NEWMODE))
1290 {
1206 switch (op->contr->mode) { 1291 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1292 {
1208 case 1: pick_up (op, tmp); 1293 case 0:
1209 return 1; 1294 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1295 case 1:
1211 return 0; 1296 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1297 return 1;
1213 case 4: pick_up (op, tmp); 1298 case 2:
1214 break; 1299 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1300 return 0;
1216 stop = 1; 1301 case 3:
1217 break; 1302 return 0; /* stop before pickup */
1218 case 6: 1303 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1304 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1305 break;
1221 pick_up(op, tmp); 1306 case 5:
1222 break; 1307 pick_up (op, tmp);
1308 stop = 1;
1309 break;
1310 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 pick_up (op, tmp);
1313 break;
1223 1314
1224 case 7: 1315 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1316 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1317 pick_up (op, tmp);
1227 break; 1318 break;
1228 1319
1229 default: 1320 default:
1230 /* use value density */ 1321 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1324 pick_up (op, tmp);
1234 >= op->contr->mode) 1325 }
1235 pick_up(op,tmp); 1326 }
1236 } 1327 else
1237 } 1328 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1329 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1330 if (op->contr->mode & PU_DEBUG)
1241 { 1331 {
1242 /* some debugging code to figure out item information */ 1332 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1333 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1335 &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)))); 1336 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1338 &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); 1339 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1340
1253 sprintf(putstring,"...flags: "); 1341 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1342 for (k = 0; k < 4; k++)
1255 { 1343 {
1256 for(j=0;j<32;j++) 1344 for (j = 0; j < 32; j++)
1257 { 1345 {
1258 if((tmp->flags[k]>>j)&0x01) 1346 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1347 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1348 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1349 strcat (putstring, tmpstr);
1262 } 1350 }
1263 } 1351 }
1264 } 1352 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1354
1267#if 0 1355#if 0
1268 /* print the flags too */ 1356 /* print the flags too */
1269 for(k=0;k<4;k++) 1357 for (k = 0; k < 4; k++)
1270 { 1358 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1360 for (j = 0; j < 32; j++)
1273 { 1361 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1363 if (!((j + 1) % 4))
1276 } 1364 fprintf (stderr, " ");
1365 }
1277 fprintf(stderr," [%d]\n", k*32); 1366 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1367 }
1279#endif 1368#endif
1280 } 1369 }
1281 /* philosophy: 1370 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1371 * 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 1372 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1373 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1374 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1375 * example.
1287 * The drawback: right now it has no frontend, so you need to 1376 * 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 1377 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1378 * convert to decimal and then 'pickup <#>
1290 */ 1379 */
1291 1380
1292 /* the first two modes are exclusive: if NOTHING we return, if 1381 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1382 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1383 * meaning if any test passes, the item gets picked up. */
1295 1384
1296 /* if mode is set to pick nothing up, return */ 1385 /* if mode is set to pick nothing up, return */
1297 1386
1298 if(op->contr->mode & PU_NOTHING) return 1; 1387 if (op->contr->mode & PU_NOTHING)
1388 return 1;
1299 1389
1300 /* if mode is set to stop when encountering objects, return */ 1390 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1391 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1392 * anything up */
1303 1393
1304 if(op->contr->mode & PU_STOP) return 0; 1394 if (op->contr->mode & PU_STOP)
1395 return 0;
1305 1396
1306 /* useful for going into stores and not losing your settings... */ 1397 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1398 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1399 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1400 if (op->contr->mode & PU_INHIBIT)
1401 return 1;
1310 1402
1311 /* prevent us from turning into auto-thieves :) */ 1403 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1404 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405 continue;
1313 1406
1314 /* ignore known cursed objects */ 1407 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1408 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1409 continue;
1316 1410
1317 /* all food and drink if desired */ 1411 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1412 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1413 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1414 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1415 {
1416 pick_up (op, tmp);
1417 continue;
1418 }
1419
1322 if(op->contr->mode & PU_DRINK) 1420 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1421 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; } 1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1325 1426
1326 if(op->contr->mode & PU_POTION) 1427 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1428 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1329 1433
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1434 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1435 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1436 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1437 {
1438 pick_up (op, tmp);
1439 continue;
1440 }
1441
1334 if(op->contr->mode & PU_SKILLSCROLL) 1442 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1443 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1337 if(op->contr->mode & PU_READABLES) 1449 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1450 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1340 1455
1341 /* wands/staves/rods/horns */ 1456 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1457 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1459 {
1460 pick_up (op, tmp);
1461 continue;
1462 }
1345 1463
1346 /* pick up all magical items */ 1464 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1465 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1466 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; } 1467 {
1468 pick_up (op, tmp);
1469 continue;
1470 }
1350 1471
1351 if(op->contr->mode & PU_VALUABLES) 1472 if (op->contr->mode & PU_VALUABLES)
1352 { 1473 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1474 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1475 {
1355 } 1476 pick_up (op, tmp);
1477 continue;
1478 }
1479 }
1356 1480
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1481 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1482 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1483 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1484 {
1485 pick_up (op, tmp);
1486 continue;
1487 }
1361 1488
1489 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1362 /* bows and arrows. Bows are good for selling! */ 1497 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1498 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1499 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1366 if(op->contr->mode & PU_ARROW) 1505 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1506 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1369 1511
1370 /* all kinds of armor etc. */ 1512 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1513 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1514 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1515 {
1516 pick_up (op, tmp);
1517 continue;
1518 }
1519
1374 if(op->contr->mode & PU_HELMET) 1520 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1521 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1522 {
1523 pick_up (op, tmp);
1524 continue;
1525 }
1526
1377 if(op->contr->mode & PU_SHIELD) 1527 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1528 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1380 if(op->contr->mode & PU_BOOTS) 1534 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1535 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1383 if(op->contr->mode & PU_GLOVES) 1541 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1542 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1386 if(op->contr->mode & PU_CLOAK) 1548 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1549 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1389 1554
1390 /* hoping to catch throwing daggers here */ 1555 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1556 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1394 1562
1395 /* careful: chairs and tables are weapons! */ 1563 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1564 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1565 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1566 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1567 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1570 {
1403 } 1571 pick_up (op, tmp);
1572 continue;
1573 }
1574 }
1575
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1576 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1577 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1579 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1580 pick_up (op, tmp);
1409 } 1581 continue;
1410 } 1582 }
1583 }
1584 }
1411 1585
1412 /* misc stuff that's useful */ 1586 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1587 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1416 1593
1417 /* any of the last 4 bits set means we use the ratio for value 1594 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1595 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1596 if (op->contr->mode & PU_RATIO)
1420 { 1597 {
1421 /* use value density to decide what else to grab */ 1598 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1599 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1600 /* >=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 */ 1601 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1602 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1604 {
1428 pick_up(op, tmp); 1605 pick_up (op, tmp);
1429#if 0 1606#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1607 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1608 if (tmp->name != NULL)
1609 {
1432 fprintf(stderr,"%s", tmp->name); 1610 fprintf (stderr, "%s", tmp->name);
1433 } 1611 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1612 else
1613 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1614 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1616#endif
1438 continue; 1617 continue;
1439 } 1618 }
1619 }
1620 } /* the new pickup model */
1440 } 1621 }
1441 } /* the new pickup model */ 1622
1442 }
1443 return ! stop; 1623 return !stop;
1444} 1624}
1445 1625
1446/* 1626/*
1447 * Find an arrow in the inventory and after that 1627 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1628 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1629 * found object is returned.
1450 */ 1630 */
1631object *
1451object *find_arrow(object *op, const char *type) 1632find_arrow (object *op, const char *type)
1452{ 1633{
1453 object *tmp = NULL; 1634 object *tmp = NULL;
1454 1635
1455 for(op=op->inv; op; op=op->below) 1636 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1637 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); 1638 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1639 else if (op->type == ARROW && op->race == type)
1460 return op; 1640 return op;
1461 return tmp; 1641 return tmp;
1462} 1642}
1463 1643
1464/* 1644/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1645 * 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 1646 * 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 1647 * 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. 1648 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1649 */
1470 1650
1651object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1652find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1653{
1473 object *tmp = NULL, *arrow, *ntmp; 1654 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1655 int attacknum, attacktype, betterby = 0, i;
1475 1656
1476 if (!type) 1657 if (!type)
1477 return NULL; 1658 return NULL;
1478 1659
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1660 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1661 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1662 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1663 {
1664 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1665 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1666 if (i > betterby)
1485 tmp = ntmp; 1667 {
1486 betterby = i; 1668 tmp = ntmp;
1487 } 1669 betterby = i;
1670 }
1671 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1672 else if (arrow->type == ARROW && arrow->race == type)
1673 {
1489 /* allways prefer assasination/slaying */ 1674 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1676 {
1492 if (arrow->attacktype & AT_DEATH) { 1677 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1678 {
1494 return arrow; 1679 *better = 100;
1495 } else { 1680 return arrow;
1496 tmp = arrow; 1681 }
1682 else
1683 {
1684 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1685 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1686 }
1499 } else { 1687 }
1688 else
1689 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 {
1501 attacktype = 1<<attacknum; 1692 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1693 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) { 1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1695 {
1696 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1698 }
1507 } 1699 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1701 {
1702 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1703 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1704 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1706 {
1707 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1708 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1709 }
1710 }
1711 }
1516 } 1712 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1713 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1714 return find_arrow (op, type);
1521 1715
1522 *better = betterby; 1716 *better = betterby;
1523 return tmp; 1717 return tmp;
1524} 1718}
1525 1719
1526/* looks in a given direction, finds the first valid target, and calls 1720/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1721 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1722 * op = the shooter
1529 * type = bow->race 1723 * type = bow->race
1530 * dir = fire direction 1724 * dir = fire direction
1531 */ 1725 */
1532 1726
1727object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1728pick_arrow_target (object *op, const char *type, int dir)
1534{ 1729{
1535 object *tmp = NULL; 1730 object *tmp = NULL;
1536 mapstruct *m; 1731 maptile *m;
1537 int i, mflags, found, number; 1732 int i, mflags, found, number;
1538 sint16 x, y; 1733 sint16 x, y;
1539 1734
1540 if (op->map == NULL) 1735 if (op->map == NULL)
1541 return find_arrow(op, type); 1736 return find_arrow (op, type);
1542 1737
1543 /* do a dex check */ 1738 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1739 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))) 1740 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1741 return find_arrow (op, type);
1547 1742
1548 m = op->map; 1743 m = op->map;
1549 x = op->x; 1744 x = op->x;
1550 y = op->y; 1745 y = op->y;
1551 1746
1552 /* find the first target */ 1747 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1748 for (i = 0, found = 0; i < 20; i++)
1749 {
1554 x += freearr_x[dir]; 1750 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1751 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1752 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 {
1558 tmp = NULL; 1755 tmp = NULL;
1559 break; 1756 break;
1757 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1758 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1759 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1761 * perhaps a bad assumption.
1563 */ 1762 */
1564 tmp = NULL; 1763 tmp = NULL;
1565 break; 1764 break;
1566 } 1765 }
1567 if (mflags & P_IS_ALIVE) { 1766 if (mflags & P_IS_ALIVE)
1767 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1768 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1769 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1770 {
1571 break; 1771 found++;
1572 } 1772 break;
1773 }
1573 if (found) 1774 if (found)
1574 break; 1775 break;
1575 } 1776 }
1576 } 1777 }
1577 if (tmp == NULL) 1778 if (tmp == NULL)
1578 return find_arrow(op, type); 1779 return find_arrow (op, type);
1579 1780
1580 if (tmp->head) 1781 if (tmp->head)
1581 tmp = tmp->head; 1782 tmp = tmp->head;
1582 1783
1583 return find_better_arrow(op, tmp, type, &i); 1784 return find_better_arrow (op, tmp, type, &i);
1584} 1785}
1585 1786
1586/* 1787/*
1587 * Creature fires a bow - op can be monster or player. Returns 1788 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1789 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1792 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1793 * 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 1794 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1795 * player fire modes.
1595 */ 1796 */
1797int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1799{
1599 object *left, *bow; 1800 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1801 int bowspeed, mflags;
1602 mapstruct *m; 1802 maptile *m;
1603 1803
1604 if (!dir) { 1804 if (!dir)
1805 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1807 return 0;
1607 } 1808 }
1809
1608 if (op->type == PLAYER) 1810 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1811 bow = op->contr->ranges[range_bow];
1610 else { 1812 else
1813 {
1611 for(bow=op->inv; bow; bow=bow->below) 1814 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1815 /* 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. 1816 * don't need to switch back and forth between bows and weapons.
1614 */ 1817 */
1615 if(bow->type==BOW) 1818 if (bow->type == BOW)
1616 break; 1819 break;
1617 1820
1618 if (!bow) { 1821 if (!bow)
1822 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1824 return 0;
1621 } 1825 }
1622 } 1826 }
1827
1623 if( !bow->race || !bow->skill) { 1828 if (!bow->race || !bow->skill)
1829 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1831 return 0;
1626 } 1832 }
1627 1833
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1835
1630 /* penalize ROF for bestarrow */ 1836 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1633 if (bowspeed < 1) 1840 if (bowspeed < 1)
1634 bowspeed = 1; 1841 bowspeed = 1;
1635 1842
1636 if (arrow == NULL) { 1843 if (arrow == NULL)
1844 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1845 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 {
1638 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1848 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 */ 1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1850 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1851 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1852 return 0;
1645 } 1853 }
1646 } 1854 }
1855
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1857 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1858 return 0;
1650 } 1859
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1860 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1861 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1863 return 0;
1654 } 1864 }
1655 1865
1656 /* this should not happen, but sometimes does */ 1866 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1867 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1868 {
1869 arrow->destroy ();
1870 return 0;
1871 }
1662 1872
1663 left = arrow; /* these are arrows left to the player */ 1873 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1874 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1875 if (!arrow)
1876 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1877 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1878 return 0;
1669 return 0;
1670 } 1879 }
1671 set_owner(arrow, op); 1880
1672 if (arrow->skill) free_string(arrow->skill); 1881 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1882 arrow->skill = bow->skill;
1674 1883
1675 arrow->direction=dir; 1884 arrow->direction = dir;
1676 arrow->x = sx; 1885 arrow->x = sx;
1677 arrow->y = sy; 1886 arrow->y = sy;
1678 1887
1679 if (op->type == PLAYER) { 1888 if (op->type == PLAYER)
1889 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1891 fix_player (op);
1682 } 1892 }
1683 1893
1684 SET_ANIMATION(arrow, arrow->direction); 1894 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1896 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1897 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1898 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1899 arrow->spellarg = strdup (arrow->slaying);
1690 1900
1691 /* Note that this was different for monsters - they got their level 1901 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1902 * added to the damage. I think the strength bonus is more proper.
1693 */ 1903 */
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 1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1699 /* update the speed */ 1907 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1909 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 1910
1705 if (arrow->speed < 1.0) 1911 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1912 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1913 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1914 arrow->speed_left = 0;
1709 1915
1710 if (op->type == PLAYER) { 1916 if (op->type == PLAYER)
1917 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1920 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 1921
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1923 }
1924 else
1925 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1926 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; 1927 arrow->level = op->level;
1722 } 1928 }
1929
1723 if (arrow->attacktype == AT_PHYSICAL) 1930 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1931 arrow->attacktype |= bow->attacktype;
1932
1725 if (bow->slaying != NULL) 1933 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1934 arrow->slaying = bow->slaying;
1727 1935
1728 arrow->map = m; 1936 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1937 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1939
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1940 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); 1941 insert_ob_in_map (arrow, m, op, 0);
1735 1942
1736 if (!was_destroyed(arrow, tag)) 1943 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1944 move_arrow (arrow);
1738 1945
1739 if (op->type == PLAYER) { 1946 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1947 {
1948 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1949 esrv_del_item (op->contr, left->count);
1742 else 1950 else
1743 esrv_send_item(op, left); 1951 esrv_send_item (op, left);
1744 } 1952 }
1953
1745 return 1; 1954 return 1;
1746} 1955}
1747 1956
1748/* Special fire code for players - this takes into 1957/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1958 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1959 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1960 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1961 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1962 * hence the function name.
1754 */ 1963 */
1964int
1755int player_fire_bow(object *op, int dir) 1965player_fire_bow (object *op, int dir)
1756{ 1966{
1757 int ret=0, wcmod=0; 1967 int ret = 0, wcmod = 0;
1758 1968
1759 if (op->contr->bowtype == bow_bestarrow) { 1969 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1970 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1971 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); 1972 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1976 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1978 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1979 else if (op->contr->bowtype == bow_threewide)
1980 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1981 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)]); 1982 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)]); 1983 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1984 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1985 else if (op->contr->bowtype == bow_spreadshot)
1986 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1987 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); 1988 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); 1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1990
1777 } else { 1991 }
1992 else
1993 {
1778 /* Simple case */ 1994 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1996 }
1781 return ret; 1997 return ret;
1782} 1998}
1783 1999
1784 2000
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 2001/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 2002 * Broken apart from 'fire' to keep it more readable.
1787 */ 2003 */
2004void
1788void fire_misc_object(object *op, int dir) 2005fire_misc_object (object *op, int dir)
1789{ 2006{
1790 object *item; 2007 object *item;
1791 2008
1792 if (!op->contr->ranges[range_misc]) { 2009 if (!op->contr->ranges[range_misc])
2010 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 2012 return;
1795 } 2013 }
1796 2014
1797 item = op->contr->ranges[range_misc]; 2015 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 2016 if (!item->inv)
2017 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 2018 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 2019 return;
1801 } 2020 }
1802 if (item->type == WAND) { 2021 if (item->type == WAND)
2022 {
1803 if(item->stats.food<=0) { 2023 if (item->stats.food <= 0)
2024 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2025 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)); 2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 2027 return;
1807 } 2028 }
2029 }
1808 } else if (item->type == ROD || item->type==HORN) { 2030 else if (item->type == ROD || item->type == HORN)
2031 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 2035 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2036 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)); 2037 else
1814 else 2038 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; 2039 return;
1818 } 2040 }
1819 } 2041 }
1820 2042
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 2043 if (cast_spell (op, item, dir, item->inv, NULL))
2044 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2045 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 2046 if (item->type == WAND)
2047 {
1824 if (!(--item->stats.food)) { 2048 if (!(--item->stats.food))
1825 object *tmp; 2049 {
1826 if (item->arch) { 2050 object *tmp;
2051
2052 if (item->arch)
2053 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 2054 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 2055 item->face = item->arch->clone.face;
1829 item->speed = 0; 2056 item->speed = 0;
1830 update_ob_speed(item); 2057 update_ob_speed (item);
1831 } 2058 }
1832 if ((tmp=is_player_inv(item))) 2059 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 2060 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 2061 }
1835 } 2062 }
1836 else if (item->type == ROD || item->type==HORN) { 2063 else if (item->type == ROD || item->type == HORN)
2064 {
1837 drain_rod_charge(item); 2065 drain_rod_charge (item);
1838 } 2066 }
1839 } 2067 }
1840} 2068}
1841 2069
1842/* Received a fire command for the player - go and do it. 2070/* Received a fire command for the player - go and do it.
1843 */ 2071 */
2072void
1844void fire(object *op,int dir) { 2073fire (object *op, int dir)
2074{
1845 int spellcost=0; 2075 int spellcost = 0;
1846 2076
1847 /* check for loss of invisiblity/hide */ 2077 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 2078 if (action_makes_visible (op))
2079 make_visible (op);
1849 2080
1850 switch(op->contr->shoottype) { 2081 switch (op->contr->shoottype)
2082 {
1851 case range_none: 2083 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; 2084 return;
1888 default: 2085
2086 case range_bow:
2087 player_fire_bow (op, dir);
2088 return;
2089
2090 case range_magic: /* Casting spells */
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2092 return;
2093
2094 case range_misc:
2095 fire_misc_object (op, dir);
2096 return;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 2122 return;
1891 } 2123 }
1892} 2124}
1893 2125
1894 2126
1895 2127
1902 * inv is the objects inventory to searched 2134 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 2135 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 2136 * This function can be called recursively to search containers.
1905 */ 2137 */
1906 2138
2139object *
1907object * find_key(object *pl, object *container, object *door) 2140find_key (object *pl, object *container, object *door)
1908{ 2141{
1909 object *tmp,*key; 2142 object *tmp, *key;
1910 2143
1911 /* Should not happen, but sanity checking is never bad */ 2144 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 2145 if (container->inv == NULL)
2146 return NULL;
1913 2147
1914 /* First, lets try to find a key in the top level inventory */ 2148 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2150 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 2151 if (door->type == DOOR && tmp->type == KEY)
2152 break;
1917 /* For sanity, we should really check door type, but other stuff 2153 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 2154 * (like containers) can be locked with special keys
1919 */ 2155 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 2157 break;
1922 } 2158 }
1923 /* No key found - lets search inventories now */ 2159 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 2160 /* 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 2161 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 2162 * a key, return
1927 */ 2163 */
1928 if (!tmp) { 2164 if (!tmp)
2165 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2167 {
1930 /* No reason to search empty containers */ 2168 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 2169 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL)
2172 return key;
2173 }
2174 }
2175 if (!tmp)
2176 return NULL;
1933 } 2177 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 2178 /* 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 2179 * see if we actually want to use it
1939 */ 2180 */
1940 if (pl!=container) { 2181 if (pl != container)
2182 {
1941 /* Only let players use keys in containers */ 2183 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 2184 if (!pl->contr)
2185 return NULL;
1943 /* cases where this fails: 2186 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 2187 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 2188 * are not in the players inventory.
1946 * If the container is not active, return now since only active 2189 * If the container is not active, return now since only active
1947 * containers can be used. 2190 * containers can be used.
1948 * If we only search keyrings and the container does not have 2191 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 2192 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 2193 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 2194 * inv must have been an container and must have been active.
1952 * 2195 *
1953 * Change the color so that the message doesn't disappear with 2196 * Change the color so that the message doesn't disappear with
1954 * all the others. 2197 * all the others.
1955 */ 2198 */
1956 if (pl->contr->usekeys == key_inventory || 2199 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2200 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2202 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2204 "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; 2205 return NULL;
1965 } 2206 }
1966 } 2207 }
1967 return tmp; 2208 return tmp;
1968} 2209}
1969 2210
1970/* moved door processing out of move_player_attack. 2211/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2212 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2213 * such that the caller should not do anything more,
1973 * 0 otherwise 2214 * 0 otherwise
1974 */ 2215 */
2216static int
1975static int player_attack_door(object *op, object *door) 2217player_attack_door (object *op, object *door)
1976{ 2218{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2219 /* 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 - 2220 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2221 * otherwise, we fall through to the rest of the code.
1981 */ 2222 */
1982 object *key=find_key(op, op, door); 2223 object *key = find_key (op, op, door);
1983 2224
1984 /* IF we found a key, do some extra work */ 2225 /* IF we found a key, do some extra work */
1985 if (key) { 2226 if (key)
2227 {
1986 object *container=key->env; 2228 object *container = key->env;
1987 2229
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2231 if (action_makes_visible (op))
2232 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2235 if (door->type == DOOR)
2236 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2238 }
1994 else if(door->type==LOCKED_DOOR) { 2239 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2240 {
1996 "You open the door with the %s", query_short_name(key)); 2241 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 ;-) */ 2242 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2243 }
1999 /* Do this after we print the message */ 2244 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2245 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2246 /* Need to update the weight the container the key was in */
2002 if (container != op) 2247 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2248 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2249 return 1; /* Nothing more to do below */
2250 }
2005 } else if (door->type==LOCKED_DOOR) { 2251 else if (door->type == LOCKED_DOOR)
2252 {
2006 /* Might as well return now - no other way to open this */ 2253 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2255 return 1;
2009 } 2256 }
2010 return 0; 2257 return 0;
2011} 2258}
2012 2259
2013/* This function is just part of a breakup from move_player. 2260/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2261 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2262 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2263 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2264 * going to try and move (not fire weapons).
2018 */ 2265 */
2019 2266void
2020void move_player_attack(object *op, int dir) 2267move_player_attack (object *op, int dir)
2021{ 2268{
2022 object *tmp, *mon, *tpl; 2269 object *tmp, *mon;
2023 sint16 nx, ny; 2270 sint16 nx, ny;
2024 int on_battleground; 2271 int on_battleground;
2025 mapstruct *m; 2272 maptile *m;
2026 2273
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2274 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2275 ny = freearr_y[dir] + op->y;
2031 2276
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2277 on_battleground = op_on_battleground (op, 0, 0);
2033 2278
2034 /* If braced, or can't move to the square, and it is not out of the 2279 /* 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 2280 * 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 2281 * 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 2282 * 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 2283 * 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 2284 * 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 2285 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2286 * move_ob uses.
2042 */ 2287 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2292 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2293 if (!m)
2047 } 2294 return; /* Don't think this should happen */
2048 else m =tpl->map; 2295 }
2049 2296 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2297 m = op->map;
2298
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2302 return;
2053 } 2303 }
2054 2304
2055 mon = NULL; 2305 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2306 /* 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. 2307 * 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 2308 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2309 * on the space
2060 */ 2310 */
2061 while (tmp!=NULL) { 2311 while (tmp)
2312 {
2062 if (tmp == op) { 2313 if (tmp == op)
2063 tmp=tmp->above; 2314 {
2064 continue; 2315 tmp = tmp->above;
2065 } 2316 continue;
2317 }
2318
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2320 {
2068 break; 2321 mon = tmp;
2069 } 2322 break;
2323 }
2324
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2326 mon = tmp;
2327
2072 tmp=tmp->above; 2328 tmp = tmp->above;
2073 } 2329 }
2074 2330
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2331 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2332 return; /* into a wall */
2077 2333
2078 if(mon->head != NULL) 2334 if (mon->head)
2079 mon = mon->head; 2335 mon = mon->head;
2080 2336
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2338 if (player_attack_door (op, mon))
2339 return;
2083 2340
2084 /* The following deals with possibly attacking peaceful 2341 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2342 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2343 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2344 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2345 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2346 * and thus will not push them.
2090 */ 2347 */
2091 2348
2092 /* If the creature is a pet, push it even if the player is not 2349 /* 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 2350 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2351 * player owns it and it is either friendly or unagressive.
2095 */ 2352 */
2096 if ((op->type==PLAYER) 2353 if ((op->type == PLAYER)
2097#if COZY_SERVER 2354#if COZY_SERVER
2098 && 2355 &&
2099 ( 2356 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2358#else
2105 && get_owner(mon)==op 2359 && mon->owner == op
2106#endif 2360#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2362 {
2109 /* If we're braced, we don't want to switch places with it */ 2363 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2364 if (op->contr->braced)
2365 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2367 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2368 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op);
2114 return; 2370 return;
2115 } 2371 }
2116 2372
2117 /* in certain circumstances, you shouldn't attack friendly 2373 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2374 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2375 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2376 * attack them either.
2121 */ 2377 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2378 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2380#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2381 (op->contr->peaceful
2382 || (mon->type == PLAYER
2383 && mon->contr->
2384 peaceful)) &&
2127#else 2385#else
2128 op->contr->peaceful && 2386 op->contr->peaceful &&
2129#endif 2387#endif
2130 !on_battleground 2388 !on_battleground))
2389 {
2390 if (!op->contr->braced)
2131 )) { 2391 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2393 (void) push_ob (mon, dir, op);
2135 } else { 2394 }
2395 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2396 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2397
2398 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op);
2400 }
2401
2141 /* If the object is a boulder or other rollable object, then 2402 /* 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. 2403 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2404 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2406 {
2145 recursive_roll(mon,dir,op); 2407 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2408 if (action_makes_visible (op))
2147 } 2409 make_visible (op);
2410 }
2148 2411
2149 /* Any generic living creature. Including things like doors. 2412 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2413 * 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: 2414 * 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 2415 * 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. 2416 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2417 */
2155 2418
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2421 {
2159 2422
2160 /* If the player hasn't hit something this tick, and does 2423 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2424 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2425 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2426 * incurred a 1 tick offset.
2164 */ 2427 */
2165 if (!op->contr->has_hit) { 2428 if (!op->contr->has_hit)
2429 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2430 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2431
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2433 }
2170 2434
2171 skill_attack(mon, op, 0, NULL, NULL); 2435 skill_attack (mon, op, 0, 0, 0);
2172 2436
2173 /* If attacking another player, that player gets automatic 2437 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2438 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2439 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2440 * the wiz.
2177 */ 2441 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2442 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)) { 2443 {
2180 short luck = mon->stats.luck; 2444 short luck = mon->stats.luck;
2445
2181 mon->contr->has_hit = 1; 2446 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2447 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2448 mon->stats.luck = luck;
2184 } 2449 }
2185 if(action_makes_visible(op)) make_visible(op); 2450
2186 } 2451 if (action_makes_visible (op))
2452 make_visible (op);
2453 }
2187 } /* if player should attack something */ 2454 } /* if player should attack something */
2188} 2455}
2189 2456
2457int
2190int move_player(object *op,int dir) { 2458move_player (object *op, int dir)
2459{
2191 int pick; 2460 int pick;
2192 object *transport = op->contr->transport;
2193 2461
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2462 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; 2463 return 0;
2464
2465 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9))
2467 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0;
2470 }
2471
2472 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2475
2476 op->facing = dir;
2477
2478 if (op->hide)
2479 do_hidden_move (op);
2480
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ;
2483 else if (op->contr->fire_on)
2484 fire (op, dir);
2485 else
2486 {
2487 move_player_attack (op, dir);
2488 pick = check_pick (op);
2489 }
2490
2491 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing.
2493 */
2494 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2495 op->direction = dir;
2496 else
2497 op->direction = 0;
2498
2499 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities
2501 * for players.
2502 */
2503 animate_object (op, op->facing);
2504 return 0;
2256} 2505}
2257 2506
2258/* This is similar to handle_player, below, but is only used by the 2507/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2508 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2509 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2510 * the new speed values for commands.
2262 * 2511 *
2263 * Returns true if there are more actions we can do. 2512 * Returns true if there are more actions we can do.
2264 */ 2513 */
2514int
2265int handle_newcs_player(object *op) 2515handle_newcs_player (object *op)
2266{ 2516{
2267 if (op->contr->hidden) { 2517 if (op->contr->hidden)
2518 {
2268 op->invisible = 1000; 2519 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2520 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2521 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2522 * alternate it here for it to work correctly.
2272 */ 2523 */
2273 if (pticks & 2) op->invisible--; 2524 if (pticks & 2)
2525 op->invisible--;
2274 } 2526 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2276 op->invisible--; 2529 op->invisible--;
2277 if(!op->invisible) { 2530 if (!op->invisible)
2531 {
2278 make_visible(op); 2532 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2534 }
2281 } 2535 }
2282 2536
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2284 flee_player(op); 2539 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2540 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 {
2287 op->speed_left--; 2543 op->speed_left--;
2288 return 0; 2544 return 0;
2289 } 2545 }
2290 } 2546 }
2291 2547
2292 /* I've been seeing crashes where the golem has been destroyed, but 2548 /* 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 2549 * 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 2550 * 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. 2551 * put this in a a workaround to clean up the golem pointer.
2296 */ 2552 */
2297 if (op->contr->ranges[range_golem] && 2553 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; 2554 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2555
2304 /* call this here - we also will call this in do_ericserver, but 2556 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2557 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2558 * called, so we recheck it here.
2307 */ 2559 */
2308 HandleClient(&op->contr->socket, op->contr); 2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2561 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 } 2562 ;
2563
2564 if (op->speed_left < 0)
2323 return 0; 2565 return 0;
2324}
2325 2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582
2583 return 0;
2584}
2585
2586int
2326int save_life(object *op) { 2587save_life (object *op)
2327 object *tmp; 2588{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2589 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; 2590 return 0;
2591
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597
2598 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count);
2600
2601 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603
2604 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp;
2606
2607 if (op->stats.food < 0)
2608 op->stats.food = 999;
2609
2610 fix_player (op);
2611 return 1;
2612 }
2613
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 enter_player_savebed (op); /* bring him home. */
2617 return 0;
2354} 2618}
2355 2619
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2620/* 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 2621 * 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 2622 * function will descend into containers. op is the object to start the search
2359 * from. 2623 * from.
2360 */ 2624 */
2625void
2361void remove_unpaid_objects(object *op, object *env) 2626remove_unpaid_objects (object *op, object *env)
2362{ 2627{
2363 object *next; 2628 object *next;
2364 2629
2365 while (op) { 2630 while (op)
2631 {
2366 next=op->below; /* Make sure we have a good value, in case 2632 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2633 * we remove object 'op'
2368 */ 2634 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2635 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2636 {
2637 op->remove ();
2371 op->x = env->x; 2638 op->x = env->x;
2372 op->y = env->y; 2639 op->y = env->y;
2373 if (env->type == PLAYER) 2640 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2641 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2642 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2643 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2644 else if (op->inv)
2378 op=next; 2645 remove_unpaid_objects (op->inv, env);
2646
2647 op = next;
2379 } 2648 }
2380} 2649}
2381 2650
2382 2651
2383/* 2652/*
2385 * Moved from apply.c to player.c - player.c is what 2654 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2655 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2656 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2657 * but there isn't one in the server directory.
2389 */ 2658 */
2659char *
2390char *gravestone_text (object *op) 2660gravestone_text (object *op)
2391{ 2661{
2392 static char buf2[MAX_BUF]; 2662 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2663 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2664 time_t now = time (NULL);
2395 2665
2396 strcpy (buf2, " R.I.P.\n\n"); 2666 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2667 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2668 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2669 else
2400 sprintf (buf, "%s\n", op->name); 2670 sprintf (buf, "%s\n", &op->name);
2671
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2672 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2673 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2674 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2675 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2676 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2677 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2680 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2681 if (op->type == PLAYER)
2682 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2683 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2684 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2685 strcat (buf2, buf);
2413 } 2686 }
2687
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2688 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2689 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2690 strcat (buf2, buf);
2691
2417 return buf2; 2692 return buf2;
2418} 2693}
2419 2694
2420 2695
2421 2696
2697void
2422void do_some_living(object *op) { 2698do_some_living (object *op)
2699{
2423 int last_food=op->stats.food; 2700 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2701 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2702 int over_hp, over_sp, over_grace;
2426 int i; 2703 int i;
2427 int rate_hp = 1200; 2704 int rate_hp = 1200;
2428 int rate_sp = 2500; 2705 int rate_sp = 2500;
2429 int rate_grace = 2000; 2706 int rate_grace = 2000;
2430 const int max_hp = 1; 2707 const int max_hp = 1;
2431 const int max_sp = 1; 2708 const int max_sp = 1;
2432 const int max_grace = 1; 2709 const int max_grace = 1;
2433 2710
2434 if (op->contr->outputs_sync) { 2711 if (op->contr->outputs_sync)
2712 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2714 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]); 2715 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2716 }
2440 2717
2441 if(op->contr->state==ST_PLAYING) { 2718 if (op->contr->ns->state == ST_PLAYING)
2719 {
2442 2720
2443 /* these next three if clauses make it possible to SLOW DOWN 2721 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2722 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2723 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2725 else
2726 {
2448 gen_hp = op->stats.maxhp; 2727 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2729 }
2451 if(op->contr->gen_sp >= 0 ) 2730 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2732 else
2733 {
2454 gen_sp = op->stats.maxsp; 2734 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2736 }
2457 if(op->contr->gen_grace >= 0) 2737 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2739 else
2740 {
2460 gen_grace = op->stats.maxgrace; 2741 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2743 }
2463 2744
2464 /* Regenerate Spell Points */ 2745 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2748 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) { 2749 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2750 {
2751 op->stats.sp++;
2469 /* dms do not consume food */ 2752 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2754 {
2755 op->stats.food--;
2472 if(op->contr->digestion<0) 2756 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2757 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2758 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; 2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2477 } 2786 }
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 2787
2498 /* Regenerate Grace */ 2788 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2790 if (--op->last_grace < 0)
2791 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2792 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2793 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2794 if (max_grace > 1)
2795 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2797 if (over_grace > 0)
2506 op->stats.sp += over_grace 2798 {
2799 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; 2800 + (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; 2801 op->last_grace = 0;
2509 } else { 2802 }
2803 else
2804 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2806 }
2512 } else { 2807 }
2808 else
2809 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2810 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2811 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2812 /* wearing stuff doesn't detract from grace generation. */
2516 } 2813 }
2517 2814
2518 /* Regenerate Hit Points */ 2815 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2816 if (--op->last_heal < 0)
2817 {
2520 if(op->stats.hp<op->stats.maxhp) { 2818 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2819 {
2820 op->stats.hp++;
2522 /* dms do not consume food */ 2821 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2822 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2823 {
2824 op->stats.food--;
2525 if(op->contr->digestion<0) 2825 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2826 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2827 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; 2828 op->stats.food = last_food;
2829 }
2830 }
2831 if (max_hp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 {
2836 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2837 op->last_heal = 0;
2838 }
2839 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 }
2843 }
2844 else
2845 {
2846 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 }
2530 } 2848 }
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 2849
2546 /* Digestion */ 2850 /* Digestion */
2547 if(--op->last_eat<0) { 2851 if (--op->last_eat < 0)
2852 {
2548#ifdef COZY_SERVER 2853#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2856#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2857 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 2858#endif
2556 2859
2557 if(op->contr->gen_hp > 0) 2860 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2862 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 /* dms do not consume food */ 2864 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2866 op->stats.food--;
2867 }
2564 } 2868 }
2565 2869
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2871 {
2567 object *tmp, *flesh=NULL; 2872 object *tmp, *flesh = NULL;
2568 2873
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2875 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2881 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2882 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2883 break;
2576 } 2884 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2885 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2886 flesh = tmp;
2579 } /* end of for loop */ 2887 } /* End if paid for object */
2888 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so 2889 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2890 * eat flesh instead.
2582 */ 2891 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2895 manual_apply (op, flesh, 0);
2586 } 2896 }
2587 } /* end if player is starving */ 2897 } /* end if player is starving */
2588 2898
2589 while(op->stats.food<0&&op->stats.hp>0) 2899 while (op->stats.food < 0 && op->stats.hp > 0)
2590 op->stats.food++,op->stats.hp--; 2900 op->stats.food++, op->stats.hp--;
2591 2901
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2593 kill_player(op); 2903 kill_player (op);
2594} 2904}
2595 2905
2596 2906
2597 2907
2598/* If the player should die (lack of hp, food, etc), we call this. 2908/* 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 2909 * 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 2910 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2911 * file.
2602 */ 2912 */
2913void
2603void kill_player(object *op) 2914kill_player (object *op)
2604{ 2915{
2605 char buf[MAX_BUF]; 2916 char buf[MAX_BUF];
2606 int x,y,i; 2917 int x, y;
2918
2919 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2920 maptile *map; /* this is for resurrection */
2921
2608 int z; 2922 /* int z;
2609 int num_stats_lose; 2923 int num_stats_lose;
2610 int lost_a_stat; 2924 int lost_a_stat;
2611 int lose_this_stat; 2925 int lose_this_stat;
2612 int this_stat; 2926 int this_stat; */
2613 int will_kill_again; 2927 int will_kill_again;
2614 archetype *at; 2928 archetype *at;
2615 object *tmp; 2929 object *tmp;
2616 2930
2617 if(save_life(op)) 2931 if (save_life (op))
2618 return; 2932 return;
2619 2933
2620 2934
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2935 /* 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. 2936 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2937 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2938 */
2625 if (op_on_battleground(op, &x, &y)) { 2939 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2940 {
2627 "You have been defeated in combat!"); 2941 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, 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2943
2630
2631 /* restore player */ 2944 /* restore player */
2632 at = find_archetype("poisoning"); 2945 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2946 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2947 if (tmp)
2635 remove_ob(tmp); 2948 {
2636 free_object(tmp); 2949 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2951 }
2639 2952
2640 at = find_archetype("confusion"); 2953 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2954 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2955 if (tmp)
2643 remove_ob(tmp); 2956 {
2644 free_object(tmp); 2957 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2959 }
2647 2960
2648 cure_disease(op,0); /* remove any disease */ 2961 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2962 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2963 if (op->stats.food <= 0)
2651 2964 op->stats.food = 999;
2965
2652 /* create a bodypart-trophy to make the winner happy */ 2966 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2967 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2968 if (tmp != NULL)
2655 { 2969 {
2656 sprintf(buf,"%s's finger",op->name); 2970 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2971 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2972 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2973 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2975 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2976 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2977 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2979 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2980 }
2981
2669 /* teleport defeated player to new destination*/ 2982 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2983 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2984 op->contr->braced = 0;
2672 return; 2985 return;
2673 } 2986 }
2674 2987
2675 INVOKE_PLAYER (DEATH, op->contr); 2988 INVOKE_PLAYER (DEATH, op->contr);
2676 2989
2677 command_kill_pets (op, 0); 2990 command_kill_pets (op, 0);
2678 2991
2679 if(op->stats.food<0) { 2992 if (op->stats.food < 0)
2993 {
2680 if (op->contr->explore) { 2994 if (op->contr->explore)
2995 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2996 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..."); 2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2998 op->stats.food = 999;
2684 return; 2999 return;
2685 } 3000 }
2686 sprintf(buf,"%s starved to death.",op->name); 3001 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 3002 strcpy (op->contr->killer, "starvation");
3003 }
3004 else
2688 } 3005 {
2689 else {
2690 if (op->contr->explore) { 3006 if (op->contr->explore)
3007 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3008 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..."); 3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 3010 op->stats.hp = op->stats.maxhp;
2694 return; 3011 return;
2695 } 3012 }
2696 sprintf(buf,"%s died.",op->name); 3013 sprintf (buf, "%s died.", &op->name);
2697 } 3014 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 3016
2700 /* save the map location for corpse, gravestone*/ 3017 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
2702 3021
2703 3022
2704 if (settings.not_permadeth == TRUE) { 3023 if (settings.not_permadeth == TRUE)
3024 {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 3025 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 3026 * 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. 3027 * See the config.h file for a little more in depth detail about this.
2708 */ 3028 */
2709 3029
2710 /* Basically two ways to go - remove a stat permanently, or just 3030 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 3031 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 3032 * of death.
2713 */ 3033 */
2714#ifndef COZY_SERVER 3034#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 3035 if (settings.balanced_stat_loss)
3036 {
2716 /* If stat loss is permanent, lose one stat only. */ 3037 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 3038 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 3039 more if they do. */
2719 /* Higher level characters can afford things such as potions of 3040 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 3041 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 3042 little bit harder. */
2722 /* GD */ 3043 /* GD */
2723 if (settings.stat_loss_on_death) 3044 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 3045 num_stats_lose = 1;
2725 else 3046 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 3048 }
3049 else
3050 {
2728 num_stats_lose = 1; 3051 num_stats_lose = 1;
2729 } 3052 }
2730 lost_a_stat = 0; 3053 lost_a_stat = 0;
2731 3054
2732 for (z=0; z<num_stats_lose; z++) { 3055 for (z = 0; z < num_stats_lose; z++)
3056 {
2733 i = RANDOM() % NUM_STATS; 3057 i = RANDOM () % NUM_STATS;
2734 3058
2735 if (settings.stat_loss_on_death) { 3059 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 3060 {
2750 dep = present_arch_in_ob(deparch,op); 3061 /* Pick a random stat and take a point off it. Tell the player
2751 if(!dep) { 3062 * what he lost.
2752 dep = arch_to_object(deparch); 3063 */
2753 insert_ob_in_ob(dep, op); 3064 change_attr_value (&(op->stats), i, -1);
2754 } 3065 check_stat_bounds (&(op->stats));
2755 lose_this_stat = 1; 3066 change_attr_value (&(op->contr->orig_stats), i, -1);
2756 if (settings.balanced_stat_loss) { 3067 check_stat_bounds (&(op->contr->orig_stats));
2757 /* GD */ 3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 /* Get the stat that we're about to deplete. */ 3069 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 3070 }
2783 if (lose_this_stat) { 3071 else
3072 {
3073 /* deplete a stat */
3074 archetype *deparch = archetype::find ("depletion");
3075 object *dep;
3076
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 {
3080 dep = arch_to_object (deparch);
3081 insert_ob_in_ob (dep, op);
3082 }
3083 lose_this_stat = 1;
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0)
3090 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 3119 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 3120 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 3121 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 3122 * and should be roughly the same, so it shouldn't make a
2789 * difference. 3123 * difference.
2790 */ 3124 */
2791 if (this_stat>=-50) { 3125 if (this_stat >= -50)
3126 {
2792 change_attr_value(&(dep->stats), i, -1); 3127 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 3128 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 3130 fix_player (op);
2796 lost_a_stat = 1; 3131 lost_a_stat = 1;
2797 } 3132 }
2798 } 3133 }
2799 } 3134 }
2800 } 3135 }
2801 /* If no stat lost, tell the player. */ 3136 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 3137 if (!lost_a_stat)
2803 { 3138 {
2804 /* determine_god() seems to not work sometimes... why is this? 3139 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 3140 Should I be using something else? GD */
2806 const char *god = determine_god(op); 3141 const char *god = determine_god (op);
3142
2807 if (god && (strcmp(god, "none"))) 3143 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3144 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" 3145 else
2810 " you.", god); 3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else 3147 }
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3148#else
2813 " feel a holy presence protecting you."); 3149 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 3150#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 3151
2819 /* Put a gravestone up where the character 'almost' died. List the 3152 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 3153 * exp loss on the stone.
2821 */ 3154 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 3155 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 3156 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 3157 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 3158 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 3159 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3160 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" 3161 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; 3162 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 3163 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 3164
2836 /**************************************/ 3165 /**************************************/
2837 /* */ 3166 /* */
2838 /* Subtract the experience points, */ 3167 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 3168 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 3169 /* food, and reset HP's... */
2841 /* */ 3170 /* */
2842 /**************************************/ 3171 /**************************************/
2843 3172
2844 /* remove any poisoning and confusion the character may be suffering.*/ 3173 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 3174 /* restore player */
2846 at = find_archetype("poisoning"); 3175 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 3176 tmp = present_arch_in_ob (at, op);
2848 if (tmp) { 3177
2849 remove_ob(tmp); 3178 if (tmp)
2850 free_object(tmp); 3179 {
3180 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 3182 }
2853 3183
2854 at = find_archetype("confusion"); 3184 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 3185 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 3186 if (tmp)
2857 remove_ob(tmp); 3187 {
2858 free_object(tmp); 3188 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 3190 }
3191
2861 cure_disease(op,0); /* remove any disease */ 3192 cure_disease (op, 0); /* remove any disease */
2862 3193
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 3194 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 3195 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 3196 if (op->stats.food < 100)
3197 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 3198 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 3201
2870 /* 3202 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3203 * 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 3204 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3205 * in the map.
2874 */ 3206 */
2875 3207
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3208 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3209 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3210
2884 /****************************************/ 3211 /****************************************/
2885 /* */ 3212 /* */
2886 /* Move player to his current respawn- */ 3213 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3214 /* position (usually last savebed) */
2888 /* */ 3215 /* */
2889 /****************************************/ 3216 /****************************************/
2890 3217
2891 enter_player_savebed(op); 3218 enter_player_savebed (op);
2892 3219
2893 /* Save the player before inserting the force to reduce 3220 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3221 * chance of abuse.
2895 */ 3222 */
2896 op->contr->braced=0; 3223 op->contr->braced = 0;
2897 save_player(op,1); 3224 save_player (op, 1);
2898 3225
2899 /* it is possible that the player has blown something up 3226 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3227 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3228 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3229 * on the space that might harm the player.
2903 */ 3230 */
2904 will_kill_again=0; 3231 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3233 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3234 will_kill_again |= tmp->attacktype;
2908 } 3235
2909 if (will_kill_again) { 3236 if (will_kill_again)
3237 {
2910 object *force; 3238 object *force;
2911 int at; 3239 int at;
2912 3240
2913 force=get_archetype(FORCE_NAME); 3241 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3242 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3243 force->speed = 0.1;
2916 force->speed_left=-5.0; 3244 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3245 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3246 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3247 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3248 force->resist[at] = 100;
2921 } 3249
2922 insert_ob_in_ob(force, op); 3250 insert_ob_in_ob (force, op);
2923 fix_player(op); 3251 fix_player (op);
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3252
3253 }
3254
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return; 3256 return;
2935 } /* NOT_PERMADETH */ 3257 } /* NOT_PERMADETH */
2936 else { 3258 else
3259 {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement. 3261 * should probably be embedded in an else statement.
2939 */ 3262 */
2940 3263
2941 op->contr->party=NULL; 3264 op->contr->party = NULL;
2942 if (settings.set_title == TRUE) 3265 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0'; 3266 op->contr->own_title[0] = '\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2945 check_score(op); 3268 check_score (op);
3269
2946 if(op->contr->ranges[range_golem]!=NULL) { 3270 if (op->contr->ranges[range_golem])
3271 {
2947 remove_friendly_object(op->contr->ranges[range_golem]); 3272 remove_friendly_object (op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]); 3273 op->contr->ranges[range_golem]->destroy ();
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL; 3274 op->contr->ranges[range_golem] = 0;
2951 op->contr->golem_count=0; 3275 }
2952 } 3276
2953 loot_object(op); /* Remove some of the items for good */ 3277 loot_object (op); /* Remove some of the items for good */
2954 remove_ob(op); 3278 op->remove ();
2955 op->direction=0; 3279 op->direction = 0;
2956 3280
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
2958 delete_character(op->name,0); 3283 delete_character (op->name, 0);
2959 if (settings.resurrection == TRUE) { 3284 if (settings.resurrection == TRUE)
3285 {
2960 /* save playerfile sans equipment when player dies 3286 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection 3287 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely 3288 ** type spells will work on them nicely
2963 */ 3289 */
2964 delete_character(op->name,0); 3290 delete_character (op->name, 0);
2965 op->stats.hp = op->stats.maxhp; 3291 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999; 3292 op->stats.food = 999;
2967 3293
2968 /* set the location of where the person will reappear when */ 3294 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */ 3295 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname); 3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL) 3297 if (op->map != NULL)
2972 op->map = NULL; 3298 op->map = NULL;
2973 op->x = settings.emergency_x; 3299 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y; 3300 op->y = settings.emergency_y;
2975 save_player(op,0); 3301 save_player (op, 0);
2976 op->map = map; 3302 op->map = map;
2977 /* please see resurrection.c: peterm */ 3303 /* please see resurrection.c: peterm */
2978 dead_player(op); 3304 dead_player (op);
2979 } else { 3305 }
3306 else
2980 delete_character(op->name,1); 3307 delete_character (op->name, 1);
2981 } 3308 }
2982 } 3309
2983 play_again(op); 3310 play_again (op);
2984 3311
2985 /* peterm: added to create a corpse at deathsite. */ 3312 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl")); 3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
2987 sprintf(buf,"%s", op->name); 3314 sprintf (buf, "%s", &op->name);
2988 FREE_AND_COPY(tmp->name, buf); 3315 tmp->name = tmp->name_pl = buf;
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level; 3316 tmp->level = op->level;
2991 tmp->x=x;tmp->y=y; 3317 tmp->x = x;
2992 if (tmp->msg) 3318 tmp->y = y;
2993 free_string(tmp->msg); 3319 tmp->msg = gravestone_text (op);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE); 3320 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0); 3321 insert_ob_in_map (tmp, map, NULL, 0);
2997 } 3322 }
2998} 3323}
2999 3324
3000 3325
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3326void
3327loot_object (object *op)
3328{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3329 object *tmp, *tmp2, *next;
3003 3330
3004 if (op->container) { /* close open sack first */ 3331 if (op->container)
3332 { /* close open sack first */
3005 esrv_apply_container (op, op->container); 3333 esrv_apply_container (op, op->container);
3006 } 3334 }
3007 3335
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3336 for (tmp = op->inv; tmp != NULL; tmp = next)
3337 {
3009 next=tmp->below; 3338 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3339 if (tmp->invisible)
3011 remove_ob(tmp); 3340 continue;
3341 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3342 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3343 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3344 { /* empty container to ground */
3015 } 3345 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3346 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3348 {
3018 if(tmp->nrof>1) { 3349 if (tmp->nrof > 1)
3350 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3352 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3353 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 }
3355 else
3356 tmp->destroy ();
3357 }
3022 } else 3358 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3359 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3360 }
3027} 3361}
3028 3362
3029/* 3363/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3364 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3365 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3366 * was changed.
3033 */ 3367 */
3034 3368
3369void
3035void fix_weight(void) { 3370fix_weight (void)
3371{
3036 player *pl; 3372 player *pl;
3373
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377
3039 if(old == sum) 3378 if (old == sum)
3040 continue; 3379 continue;
3041 fix_player(pl->ob); 3380 fix_player (pl->ob);
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3382 }
3045} 3383}
3046 3384
3385void
3047void fix_luck(void) { 3386fix_luck (void)
3387{
3048 player *pl; 3388 player *pl;
3389
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3390 for (pl = first_player; pl != NULL; pl = pl->next)
3050 if (!pl->ob->contr->state) 3391 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3392 change_luck (pl->ob, 0);
3052} 3393}
3053 3394
3054 3395
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3396/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3397 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3398 * just treat this as any other spell casting object.
3058 */ 3399 */
3059 3400
3060void 3401void
3061cast_dust (object * op, object * throw_ob, int dir) 3402cast_dust (object *op, object *throw_ob, int dir)
3062{ 3403{
3063 object *skop, *spob; 3404 object *skop, *spob;
3064 3405
3065 skop = find_skill_by_name (op, throw_ob->skill); 3406 skop = find_skill_by_name (op, throw_ob->skill);
3066 3407
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3408 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3409 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3410 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3411 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3412 return;
3073 } 3413 }
3074 3414
3075 spob = throw_ob->inv; 3415 spob = throw_ob->inv;
3076 3416
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3417 // 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 3418 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3419 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3420 if (!spob)
3081 { 3421 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3422 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; 3423 return;
3085 } 3424 }
3086 3425
3087 if (op->type == PLAYER) 3426 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3427 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3428
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3429 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3430
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3431 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3432}
3096 3433
3434void
3097void make_visible (object *op) { 3435make_visible (object *op)
3436{
3098 op->hide = 0; 3437 op->hide = 0;
3099 op->invisible = 0; 3438 op->invisible = 0;
3100 if(op->type==PLAYER) { 3439 if (op->type == PLAYER)
3440 {
3101 op->contr->tmp_invis = 0; 3441 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3442 op->contr->invis_race = 0;
3103 } 3443 }
3104 update_object(op,UP_OBJ_FACE); 3444 update_object (op, UP_OBJ_FACE);
3105} 3445}
3106 3446
3447int
3107int is_true_undead(object *op) { 3448is_true_undead (object *op)
3449{
3108 object *tmp=NULL; 3450 object *tmp = NULL;
3109 3451
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1;
3111 3454
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; 3455 return 0;
3117} 3456}
3118 3457
3119/* look at the surrounding terrain to determine 3458/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3459 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3460 * indicate greater hideability.
3122 */ 3461 */
3123 3462
3463int
3124int hideability(object *ob) { 3464hideability (object *ob)
3465{
3125 int i,level=0, mflag; 3466 int i, level = 0, mflag;
3126 sint16 x,y; 3467 sint16 x, y;
3127 3468
3128 if(!ob||!ob->map) return 0; 3469 if (!ob || !ob->map)
3470 return 0;
3129 3471
3130 /* so, on normal lighted maps, its hard to hide */ 3472 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3473 level = ob->map->darkness - 2;
3132 3474
3133 /* this also picks up whether the object is glowing. 3475 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3476 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3477 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3478 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness));
3137 3480
3138 /* scan through all nearby squares for terrain to hide in */ 3481 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3485 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue;
3488 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3490 level += 2;
3144 else /* open terrain! */ 3491 else /* open terrain! */
3145 level -= 1; 3492 level -= 1;
3146 } 3493 }
3147 3494
3148#if 0 3495#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3496 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3497#endif
3151 return level; 3498 return level;
3152} 3499}
3153 3500
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3501/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3502 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3503 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3504 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3505 */
3159 3506
3507void
3160void do_hidden_move (object *op) { 3508do_hidden_move (object *op)
3509{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3511 object *skop;
3163 3512
3164 if(!op || !op->map) return; 3513 if (!op || !op->map)
3514 return;
3165 3515
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3517
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3518 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3519 if (op->type == PLAYER && op->contr->run_on)
3520 {
3170 if(!skop || num >= skop->level) { 3521 if (!skop || num >= skop->level)
3522 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3524 make_visible (op);
3173 return; 3525 return;
3174 } else num += 20; 3526 }
3527 else
3528 num += 20;
3175 } 3529 }
3176 num += op->map->difficulty; 3530 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3531 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3532 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 {
3180 make_visible(op); 3535 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3536 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3538 }
3184 else if (op->type == PLAYER && skop) { 3539 else if (op->type == PLAYER && skop)
3540 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3542 }
3187} 3543}
3188 3544
3189/* determine if who is standing near a hostile creature. */ 3545/* determine if who is standing near a hostile creature. */
3190 3546
3547int
3191int stand_near_hostile( object *who ) { 3548stand_near_hostile (object *who)
3549{
3192 object *tmp=NULL; 3550 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3551 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3552 maptile *m;
3195 sint16 x,y; 3553 sint16 x, y;
3196 3554
3197 if(!who) return 0; 3555 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3556 return 0;
3557
3558 if (who->type == PLAYER)
3559 player = 1;
3560
3561 else
3562 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563
3564 /* search adjacent squares */
3565 for (i = 1; i < 9; i++)
3566 {
3567 x = who->x + freearr_x[i];
3568 y = who->y + freearr_y[i];
3569 m = who->map;
3570 mflags = get_map_flags (m, &m, x, y, &x, &y);
3571 /* space must be blocked if there is a monster. If not
3572 * blocked, don't need to check this space.
3573 */
3574 if (mflags & P_OUT_OF_MAP)
3575 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue;
3578
3579 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1;
3583 else if (tmp->type == PLAYER)
3584 {
3585 /*don't let a hidden DM prevent you from hiding */
3586 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 return 1;
3588 }
3589 }
3590 }
3591 return 0;
3227} 3592}
3228 3593
3229/* check the player los field for viewability of the 3594/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3595 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3596 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3603 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3604 * -b.t.
3240 * This function is now map tiling safe. 3605 * This function is now map tiling safe.
3241 */ 3606 */
3242 3607
3608int
3243int player_can_view (object *pl,object *op) { 3609player_can_view (object *pl, object *op)
3610{
3244 rv_vector rv; 3611 rv_vector rv;
3245 int dx,dy; 3612 int dx, dy;
3246 3613
3247 if(pl->type!=PLAYER) { 3614 if (pl->type != PLAYER)
3615 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3616 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3617 return -1;
3274 op = op->more;
3275 } 3618 }
3619 if (!pl || !op)
3276 return 0; 3620 return 0;
3621
3622 if (op->head)
3623 {
3624 op = op->head;
3625 }
3626 get_rangevector (pl, op, &rv, 0x1);
3627
3628 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any
3630 * part that is in the los array but isnt on
3631 * a blocked los square.
3632 * we use the archetype to figure out offsets.
3633 */
3634 while (op)
3635 {
3636 dx = rv.distance_x + op->arch->clone.x;
3637 dy = rv.distance_y + op->arch->clone.y;
3638
3639 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1;
3647 op = op->more;
3648 }
3649 return 0;
3277} 3650}
3278 3651
3279/* routine for both players and monsters. We call this when 3652/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3653 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3654 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3655 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3656 * return 0.
3284 */ 3657 */
3658int
3285int action_makes_visible (object *op) { 3659action_makes_visible (object *op)
3660{
3286 3661
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3665 return 0;
3290 3666
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3292 3669
3293 /* If monsters, they should become visible */ 3670 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3674 return 1;
3297 } 3675 }
3298 } 3676 }
3299 return 0; 3677 return 0;
3300} 3678}
3301 3679
3302/* op_on_battleground - checks if the given object op (usually 3680/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3681 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3682 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3683 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3684 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3685 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3686 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3687 */
3688int
3310int op_on_battleground (object *op, int *x, int *y) { 3689op_on_battleground (object *op, int *x, int *y)
3690{
3311 object *tmp; 3691 object *tmp;
3312 3692
3313 /* A battleground-tile needs the following attributes to be valid: 3693 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3696 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3697 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3698 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3705 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3706 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 {
3326 object *invtmp; 3709 object *invtmp;
3710
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3712 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717 return 1;
3718 }
3719 }
3720 }
3330 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3723 return 1;
3333 } 3724 }
3334 } 3725 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3726 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3727 /* If we got here, did not find a battleground */
3343 return 0; 3728 return 0;
3344} 3729}
3345 3730
3346/* 3731/*
3350 * attributes: 3735 * attributes:
3351 * object *who the dragon player 3736 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3737 * int atnr the attack-number of the ability focus
3353 * int level ability level 3738 * int level ability level
3354 */ 3739 */
3740void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3741dragon_ability_gain (object *who, int atnr, int level)
3742{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3743 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3744 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3745 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3746 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3747 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3748 int i = 0, j = 0;
3362 3749
3363 /* get the appropriate treasurelist */ 3750 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3751 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3752 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3753 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3754 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3755 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3756 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3757 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3758 trlist = find_treasurelist ("dragon_ability_poison");
3372 3759
3373 if (trlist == NULL || who->type != PLAYER) 3760 if (trlist == NULL || who->type != PLAYER)
3374 return; 3761 return;
3375 3762
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3764
3378
3379 if (tr == NULL || tr->item == NULL) { 3765 if (tr == NULL || tr->item == NULL)
3766 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3768 return;
3382 } 3769 }
3383 3770
3384 /* everything seems okay - now bring on the gift: */ 3771 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3772 item = &(tr->item->clone);
3386 3773
3387 if (item->type == SPELL) { 3774 if (item->type == SPELL)
3775 {
3388 if (check_spell_known (who, item->name)) 3776 if (check_spell_known (who, item->name))
3389 return; 3777 return;
3390 3778
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3779 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3780 do_learn_spell (who, item, 0);
3393 return; 3781 return;
3394 } 3782 }
3395 3783
3396 /* grant direct spell */ 3784 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3785 if (item->type == SPELLBOOK)
3786 {
3398 if (!item->inv) { 3787 if (!item->inv)
3788 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3789 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3790 return;
3402 } 3791 }
3403 if (check_spell_known (who, item->inv->name)) 3792 if (check_spell_known (who, item->inv->name))
3404 return; 3793 return;
3405 if (item->invisible) { 3794 if (item->invisible)
3795 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3796 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3797 do_learn_spell (who, item->inv, 0);
3408 return; 3798 return;
3409 } 3799 }
3410 } 3800 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3801 else if (item->type == SKILL_TOOL && item->invisible)
3802 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3803 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804 {
3413 3805
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3806 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3807 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3808 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3809 * but not all of them, he gets nothing.
3418 */ 3810 */
3419 if (!(skop->attacktype & item->attacktype)) { 3811 if (!(skop->attacktype & item->attacktype))
3812 {
3420 /* Give new attacktype */ 3813 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3814 skop->attacktype |= item->attacktype;
3422 3815
3423 /* always add physical if there's none */ 3816 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3817 skop->attacktype |= AT_PHYSICAL;
3425 3818
3426 if (item->msg != NULL) 3819 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3820 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3821
3429 /* Give player new face */ 3822 /* Give player new face */
3430 if (item->animation_id) { 3823 if (item->animation_id)
3824 {
3431 who->face = skop->face; 3825 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3826 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3827 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3828 who->last_anim = 0;
3435 who->state = 0; 3829 who->state = 0;
3436 animate_object(who, who->direction); 3830 animate_object (who, who->direction);
3437 } 3831 }
3832 }
3833 }
3438 } 3834 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3835 else if (item->type == FORCE)
3836 {
3442 /* forces in the treasurelist can alter the player's stats */ 3837 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3838 object *skin;
3839
3444 /* first get the dragon skin force */ 3840 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3843 ;
3448 3844
3845 if (!skin)
3846 return;
3847
3449 /* adding new spellpath attunements */ 3848 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3849 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3850 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3851 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3852
3453 /* print message */ 3853 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3854 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3855 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3856 {
3457 if (j) 3857 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3858 {
3459 else 3859 if (j)
3460 j = 1; 3860 strcat (buf, " and ");
3861 else
3862 j = 1;
3461 strcat(buf, spellpathnames[i]); 3863 strcat (buf, spellpathnames[i]);
3462 } 3864 }
3463 } 3865 }
3464 strcat(buf,"."); 3866 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3867 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3868 }
3467 3869
3468 /* evtl. adding flags: */ 3870 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3871 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3872 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3873 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3874 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3875 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3876 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3877
3476 /* print message if there is one */ 3878 /* print message if there is one */
3477 if (item->msg != NULL) 3879 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3880 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3881 }
3882 else
3479 } 3883 {
3480 else {
3481 /* generate misc. treasure */ 3884 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3885 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3886 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); 3887 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3888 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3889 esrv_send_item (who, tmp);
3487 } 3890 }
3488} 3891}
3489 3892
3490/** 3893/**
3491 * Unready an object for a player. This function does nothing if the object was 3894 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3895 * not readied.
3493 */ 3896 */
3897void
3494void player_unready_range_ob(player *pl, object *ob) { 3898player_unready_range_ob (player *pl, object *ob)
3899{
3495 rangetype i; 3900 rangetype i;
3496 3901
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3903 {
3498 if (pl->ranges[i] == ob) { 3904 if (pl->ranges[i] == ob)
3905 {
3499 pl->ranges[i] = NULL; 3906 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3907 if (pl->shoottype == i)
3908 {
3501 pl->shoottype = range_none; 3909 pl->shoottype = range_none;
3502 } 3910 }
3503 } 3911 }
3504 } 3912 }
3505} 3913}

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