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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.33 by root, Tue Dec 12 21:39:57 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 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__ 26#ifndef __CEXTRACT__
34#include <sproto.h> 27# include <sproto.h>
35#endif 28#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
42 35
43#ifdef COZY_SERVER 36#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
45#endif 38#endif
46 39
40player *
47player *find_player(const char *plname) 41find_player (const char *plname)
48{ 42{
49 player *pl; 43 player *pl;
44
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 46 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 48 return pl;
54 }; 49 };
55 return NULL; 50 return NULL;
56} 51}
57 52
53player *
58player* find_player_partial_name( const char* plname ) 54find_player_partial_name (const char *plname)
59 { 55{
60 player* pl; 56 player *pl;
61 player* found = NULL; 57 player *found = NULL;
62 size_t namelen = strlen( plname ); 58 size_t namelen = strlen (plname);
59
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 60 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 61 {
65 if ( strlen( pl->ob->name ) < namelen ) 62 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 63 continue;
67 64
68 if ( !strcmp( pl->ob->name, plname) ) 65 if (!strcmp (pl->ob->name, plname))
69 return pl; 66 return pl;
70 67
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 68 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 69 {
73 if ( found ) 70 if (found)
74 return NULL; 71 return NULL;
75 72
76 found = pl; 73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
77 } 173 }
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); 174 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 175 size += strlen (buf);
170 } 176 }
171 }
172 177 }
178
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 180 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); 181 close_and_delete (fp, comp);
179} 182}
180 183
184int
181int playername_ok(const char *cp) { 185playername_ok (const char *cp)
186{
182 /* Don't allow - or _ as first character in the name */ 187 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 188 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
188 return 1; 194 return 1;
189} 195}
190 196
191/* This no longer sets the player map. Also, it now updates 197/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 198 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 199 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 203 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 204 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 205 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 206 * the one that is passed.
201 */ 207 */
202static player* get_player(player *p) { 208static player *
209get_player (player *p)
210{
203 object *op=arch_to_object(get_player_archetype(NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 212 int i;
205 213
206 if (!p) { 214 if (!p)
207 p = (player *) malloc(sizeof(player)); 215 {
208 if(p==NULL) 216 p = new player;
209 fatal(OUT_OF_MEMORY);
210 217
211 /* This adds the player in the linked list. There is extra 218 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 219 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 220 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
215 * 'who'. 222 * 'who'.
216 */ 223 */
217 player *tmp = first_player; 224 player *tmp = first_player;
225
218 while(tmp!=NULL&&tmp->next!=NULL) 226 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 227 tmp = tmp->next;
220 if(tmp!=NULL) 228 if (tmp != NULL)
221 tmp->next=p; 229 tmp->next = p;
222 else 230 else
223 first_player=p; 231 first_player = p;
224 232
225 p->next = NULL; 233 p->next = NULL;
226 } 234 }
227 235
228 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
229 * for next and socket. 237 * for next and socket.
230 */ 238 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 239 p->clear ();
232 p->attachable_init (); //HACK
233 240
234 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 242 * we deal with that below this point.
236 */ 243 */
237 p->party=NULL; 244 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 248 p->Swap_First = -1;
242 249
243#ifdef AUTOSAVE 250#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
245#endif 252#endif
246 253
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 255
249 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 257 p->ob = op;
251 op->speed_left=0.5; 258 op->speed_left = 0.5;
252 op->speed=1.0; 259 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 261 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 264
258 roll_stats(op); 265 roll_stats (op);
259 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
260 clear_los(op); 267 clear_los (op);
261 268
262 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
263 p->last_speed= -1; 270 p->last_speed = -1;
264 p->shoottype=range_none; 271 p->shoottype = range_none;
265 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 273 p->petmode = pet_normal;
267 p->listening=10; 274 p->listening = 10;
268 p->usekeys=containers; 275 p->usekeys = containers;
269 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 278 p->do_los = 1;
272 p->explore=0; 279 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
274 281
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
278 284
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 286
281 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
284 * at zero. 290 * at zero.
285 */ 291 */
286 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
287 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
289 } 296 }
290 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
291 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
292 } 300 }
293 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
295 303
296 p->socket.update_look=0; 304 p->socket.update_look = 0;
297 p->socket.look_position=0; 305 p->socket.look_position = 0;
298 return p; 306 return p;
299} 307}
300
301 308
302/* This loads the first map an puts the player on it. */ 309/* This loads the first map an puts the player on it. */
310static void
303static void set_first_map(object *op) 311set_first_map (object *op)
304{ 312{
305 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 314 op->x = -1;
307 op->y = -1; 315 op->y = -1;
308 enter_exit(op, NULL); 316 enter_exit (op, NULL);
309} 317}
310 318
311/* Tries to add player on the connection passwd in ns. 319/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 320 * All we can really get in this is some settings like host and display
313 * mode. 321 * mode.
314 */ 322 */
315 323
324int
316int add_player(NewSocket *ns) { 325add_player (NewSocket * ns)
326{
317 player *p; 327 player *p;
318 328
319 p=get_player(NULL); 329 p = get_player (NULL);
320 p->socket = *ns; 330 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
322 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
329 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 342 set_first_map (p->ob);
331 343
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
334 send_rules(p->ob); 346 send_rules (p->ob);
335 send_news(p->ob); 347 send_news (p->ob);
336 display_motd(p->ob); 348 display_motd (p->ob);
337 get_name(p->ob); 349 get_name (p->ob);
350
338 return 0; 351 return 0;
339} 352}
340 353
341/* 354/*
342 * get_player_archetype() return next player archetype from archetype 355 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 356 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 357 * Note: there MUST be at least one player archetype!
345 */ 358 */
359archetype *
346archetype *get_player_archetype(archetype* at) 360get_player_archetype (archetype *at)
347{ 361{
348 archetype *start = at; 362 archetype *start = at;
363
349 for (;;) { 364 for (;;)
365 {
350 if (at==NULL || at->next==NULL) 366 if (at == NULL || at->next == NULL)
351 at=first_archetype; 367 at = first_archetype;
352 else 368 else
353 at=at->next; 369 at = at->next;
354 if(at->clone.type==PLAYER) 370 if (at->clone.type == PLAYER)
355 return at; 371 return at;
356 if (at == start) { 372 if (at == start)
373 {
357 LOG (llevError, "No Player archetypes\n"); 374 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 375 exit (-1);
359 } 376 }
360 } 377 }
361} 378}
362 379
363 380
381object *
364object *get_nearest_player(object *mon) { 382get_nearest_player (object *mon)
383{
365 object *op = NULL; 384 object *op = NULL;
366 player *pl = NULL; 385 player *pl = NULL;
367 objectlink *ol; 386 objectlink *ol;
368 unsigned lastdist; 387 unsigned lastdist;
369 rv_vector rv; 388 rv_vector rv;
370 389
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
391 {
372 /* We should not find free objects on this friendly list, but it 392 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 393 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 394 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 395 * list is also free, so encapsulate this in a while loop.
376 */ 396 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
378 object *tmp=ol->ob; 399 object *tmp = ol->ob;
379 400
380 /* Can't do much more other than log the fact, because the object 401 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 402 * itself will have been cleared.
382 */ 403 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 405 ol = ol->next;
385 remove_friendly_object(tmp); 406 remove_friendly_object (tmp);
386 if (!ol) return op; 407 if (!ol)
387 } 408 return op;
409 }
388 410
389 /* Remove special check for player from this. First, it looks to cause 411 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 413 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 414 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 415 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 416 * on_same_map check, as can_detect_enemy also does this
395 */ 417 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 418 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 419 continue;
398 420
399 if(lastdist>rv.distance) { 421 if (lastdist > rv.distance)
422 {
400 op=ol->ob; 423 op = ol->ob;
401 lastdist=rv.distance; 424 lastdist = rv.distance;
402 } 425 }
403 } 426 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 427 for (pl = first_player; pl != NULL; pl = pl->next)
428 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 429 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
406 431
407 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
408 op=pl->ob; 433 {
409 lastdist=rv.distance; 434 op = pl->ob;
410 } 435 lastdist = rv.distance;
411 } 436 }
437 }
412 } 438 }
413#if 0 439#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 441#endif
416 return op; 442 return op;
417} 443}
418 444
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 445/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 446 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 447 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 484 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 485 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 486 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 487 * is blocking itself.
462 */ 488 */
489int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 490path_to_player (object *mon, object *pl, unsigned mindiff)
491{
464 rv_vector rv; 492 rv_vector rv;
465 sint16 x,y; 493 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 495 maptile *m, *lastmap;
468 496
469 get_rangevector(mon, pl, &rv, 0); 497 get_rangevector (mon, pl, &rv, 0);
470 498
471 if (rv.distance<mindiff) return 0; 499 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 500 return 0;
724}
725 501
726void confirm_password(object *op) { 502 x = mon->x;
503 y = mon->y;
504 m = mon->map;
505 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
508 /* If we can't solve it within the search distance, return now. */
509 if (diff > max)
510 return 0;
511 while (diff > 1 && max > 0)
512 {
513 lastx = x;
514 lasty = y;
515 lastmap = m;
516 x = lastx + freearr_x[dir];
517 y = lasty + freearr_y[dir];
727 518
519 mflags = get_map_flags (m, &m, x, y, &x, &y);
520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
521
522 /* Space is blocked - try changing direction a little */
523 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
524 && (m == mon->map && blocked_link (mon, m, x, y))))
525 {
526 /* recalculate direction from last good location. Possible
527 * we were not traversing ideal location before.
528 */
529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
530 if (rv.direction != dir)
531 {
532 /* OK - says direction should be different - lets reset the
533 * the values so it will try again.
534 */
535 x = lastx;
536 y = lasty;
537 m = lastmap;
538 dir = firstdir = rv.direction;
539 }
540 else
541 {
542 /* direct path is blocked - try taking a side step to
543 * either the left or right.
544 * Note increase the values in the loop below to be
545 * more than -1/1 respectively will mean the monster takes
546 * bigger detour. Have to be careful about these values getting
547 * too big (3 or maybe 4 or higher) as the monster may just try
548 * stepping back and forth
549 */
550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 {
552 if (i == 0)
553 continue; /* already did this, so skip it */
554 /* Use lastdir here - otherwise,
555 * since the direction that the creature should move in
556 * may change, you could get infinite loops.
557 * ie, player is northwest, but monster can only
558 * move west, so it does that. It goes some distance,
559 * gets blocked, finds that it should move north,
560 * can't do that, but now finds it can move east, and
561 * gets back to its original point. lastdir contains
562 * the last direction the creature has successfully
563 * moved.
564 */
565
566 x = lastx + freearr_x[absdir (lastdir + i)];
567 y = lasty + freearr_y[absdir (lastdir + i)];
568 m = lastmap;
569 mflags = get_map_flags (m, &m, x, y, &x, &y);
570 if (mflags & P_OUT_OF_MAP)
571 continue;
572 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
573 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
574 continue;
575 if (mflags & P_BLOCKSVIEW)
576 continue;
577
578 if (m == mon->map && blocked_link (mon, m, x, y))
579 break;
580 }
581 /* go through entire loop without finding a valid
582 * sidestep to take - thus, no valid path.
583 */
584 if (i == (DETOUR_AMOUNT + 1))
585 return 0;
586 diff--;
587 lastdir = dir;
588 max--;
589 if (!firstdir)
590 firstdir = dir + i;
591 } /* else check alternate directions */
592 } /* if blocked */
593 else
594 {
595 /* we moved towards creature, so diff is less */
596 diff--;
597 max--;
598 lastdir = dir;
599 if (!firstdir)
600 firstdir = dir;
601 }
602 if (diff <= 1)
603 {
604 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance.
606 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
609 }
610 if (diff > max)
611 return 0;
612 }
613 /* If we reached the max, didn't find a direction in time */
614 if (!max)
615 return 0;
616
617 return firstdir;
618}
619
620void
621give_initial_items (object *pl, treasurelist * items)
622{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627
628 for (op = pl->inv; op; op = next)
629 {
630 next = op->below;
631
632 /* Forces get applied per default, unless they have the
633 * flag "neutral" set. Sorry but I can't think of a better way
634 */
635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
636 SET_FLAG (op, FLAG_APPLIED);
637
638 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions
640 */
641 if (pl->type == PLAYER)
642 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
644 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 {
649 op->destroy ();
650 continue;
651 }
652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
661 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 op->destroy ();
671 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
672 continue;
673 }
674
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
679 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683
684 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be
686 * merged properly.
687 */
688 if (need_identify (op))
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
695 {
696 op->destroy ();
697 continue;
698 }
699 else if (op->type == SKILL)
700 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0;
703 op->level = 1;
704 }
705 /* lock all 'normal items by default */
706 else
707 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */
709
710 /* Need to set up the skill pointers */
711 link_player_skills (pl);
712}
713
714void
715get_name (object *op)
716{
728 op->contr->write_buf[0]='\0'; 717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 793 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 795}
732 796
797void
733void get_party_password(object *op, partylist *party) { 798get_party_password (object *op, partylist *party)
799{
734 if (party == NULL) { 800 if (party == NULL)
801 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 803 return;
737 } 804 }
738 op->contr->write_buf[0]='\0'; 805 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 806 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 807 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 809}
743 810
744 811
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int
746int roll_stat(void) { 814roll_stat (void)
815{
747 int a[4],i,j,k; 816 int a[4], i, j, k;
748 817
749 for(i=0;i<4;i++) 818 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 819 a[i] = (int) RANDOM () % 6 + 1;
751 820
752 for(i=0,j=0,k=7;i<4;i++) 821 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 822 if (a[i] < k)
754 k=a[i],j=i; 823 k = a[i], j = i;
755 824
756 for(i=0,k=0;i<4;i++) { 825 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 826 {
827 if (i != j)
828 k += a[i];
829 }
760 return k; 830 return k;
761} 831}
762 832
833void
763void roll_stats(object *op) { 834roll_stats (object *op)
835{
764 int sum=0; 836 int sum = 0;
765 int i = 0, j = 0; 837 int i = 0, j = 0;
766 int statsort[7]; 838 int statsort[7];
767 839
840 do
768 do { 841 {
769 op->stats.Str=roll_stat(); 842 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 843 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 844 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 845 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 846 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 847 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 848 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 850 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 851 while (sum < 82 || sum > 116);
780 852
781 /* Sort the stats so that rerolling is easier... */ 853 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 854 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 855 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 856 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 857 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 858 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 859 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 860 statsort[6] = op->stats.Cha;
789 861
790 /* a quick and dirty bubblesort? */ 862 /* a quick and dirty bubblesort? */
863 do
791 do { 864 {
792 if (statsort[i] < statsort[i + 1]) { 865 if (statsort[i] < statsort[i + 1])
866 {
793 j = statsort[i]; 867 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 868 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 869 statsort[i + 1] = j;
796 i = 0; 870 i = 0;
797 } else { 871 }
798 i++; 872 else
799 } 873 {
874 i++;
875 }
876 }
800 } while (i < 6); 877 while (i < 6);
801 878
802 op->stats.Str = statsort[0]; 879 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 880 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 881 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 882 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 883 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 884 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 885 op->stats.Cha = statsort[6];
809 886
810 887
811 op->contr->orig_stats.Str=op->stats.Str; 888 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 889 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 890 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 891 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 892 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 893 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 894 op->contr->orig_stats.Cha = op->stats.Cha;
818 895
819 op->level=1; 896 op->level = 1;
820 op->stats.exp=0; 897 op->stats.exp = 0;
821 op->stats.ac=0; 898 op->stats.ac = 0;
822 899
823 op->contr->levhp[1] = 9; 900 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 901 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 902 op->contr->levgrace[1] = 3;
826 903
827 fix_player(op); 904 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 905 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 906 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 907 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 908 op->contr->orig_stats = op->stats;
832} 909}
833 910
911void
834void Roll_Again(object *op) 912Roll_Again (object *op)
835{ 913{
836 esrv_new_player(op->contr, 0); 914 esrv_new_player (op->contr, 0);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 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)? "); 916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 917}
839 918
919void
840void Swap_Stat(object *op,int Swap_Second) 920Swap_Stat (object *op, int Swap_Second)
841{ 921{
842 signed char tmp; 922 signed char tmp;
843 char buf[MAX_BUF]; 923 char buf[MAX_BUF];
844 924
845 if ( op->contr->Swap_First == -1 ) { 925 if (op->contr->Swap_First == -1)
926 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 930 return;
850 } 931 }
851 932
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 934
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 936
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 938
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 940 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 941 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 942 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 943 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 944 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 945 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 946 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 947 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 948 op->stats.ac = 0;
869 949
870 op->level=1; 950 op->level = 1;
871 op->stats.exp=0; 951 op->stats.exp = 0;
872 op->stats.ac=0; 952 op->stats.ac = 0;
873 953
874 op->contr->levhp[1] = 9; 954 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 955 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 956 op->contr->levgrace[1] = 3;
877 957
878 fix_player(op); 958 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 959 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 960 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 961 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 962 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 963 op->contr->Swap_First = -1;
884} 964}
885 965
886 966
887/* This code has been greatly reduced, because with set_attr_value 967/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 968 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 969 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 970 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 971 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 972 * the number's access that stat. The table does that translation.
893 */ 973 */
974int
894int key_roll_stat(object *op, char key) 975key_roll_stat (object *op, char key)
895{ 976{
896 int keynum = key -'0'; 977 int keynum = key - '0';
897 char buf[MAX_BUF]; 978 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 980
900 if (keynum>0 && keynum<=7) { 981 if (keynum > 0 && keynum <= 7)
982 {
901 if (op->contr->Swap_First==-1) { 983 if (op->contr->Swap_First == -1)
984 {
902 op->contr->Swap_First=stat_trans[keynum]; 985 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 987 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 988 }
906 else 989 else
907 Swap_Stat(op,stat_trans[keynum]); 990 Swap_Stat (op, stat_trans[keynum]);
908 991
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 993 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 } 994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
920 1006
921#if 0 1007#if 0
922 /* So that enter_exit will put us at startx/starty */ 1008 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1009 op->x = -1;
924 1010
925 enter_exit(op,NULL); 1011 enter_exit (op, NULL);
926#endif 1012#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1013 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1014 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1015 add_statbonus (op);
930 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"); 1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1018 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1019 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1021 return 0;
935 } 1022 }
936 case 'y': 1023 case 'y':
937 case 'Y': 1024 case 'Y':
938 roll_stats(op); 1025 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1027 return 1;
941 1028
942 case 'q': 1029 case 'q':
943 case 'Q': 1030 case 'Q':
944 play_again(op); 1031 play_again (op);
945 return 1; 1032 return 1;
946 1033
947 default: 1034 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1036 return 0;
950 } 1037 }
951 return 0; 1038 return 0;
952} 1039}
953 1040
954/* This function takes the key that is passed, and does the 1041/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1042 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1043 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1044 * separate race and class; this actually changes the RACE,
958 * not the class. 1045 * not the class.
959 */ 1046 */
960 1047
1048int
961int key_change_class(object *op, char key) 1049key_change_class (object *op, char key)
962{ 1050{
963 int tmp_loop; 1051 int tmp_loop;
964 1052
965 if(key=='q'||key=='Q') { 1053 if (key == 'q' || key == 'Q')
1054 {
966 remove_ob(op); 1055 op->remove ();
967 play_again(op); 1056 play_again (op);
968 return 0; 1057 return 0;
969 } 1058 }
970 if(key=='d'||key=='D') { 1059 if (key == 'd' || key == 'D')
1060 {
971 char buf[MAX_BUF]; 1061 char buf[MAX_BUF];
972 1062
973 /* this must before then initial items are given */ 1063 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1064 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1066
977 INVOKE_PLAYER (BIRTH, op->contr); 1067 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1068 INVOKE_PLAYER (LOGIN, op->contr);
979 1069
980 op->contr->state=ST_PLAYING; 1070 op->contr->state = ST_PLAYING;
981 1071
982 if (op->msg) { 1072 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1073 op->msg = NULL;
985 }
986 1074
987 /* We create this now because some of the unique maps will need it 1075 /* We create this now because some of the unique maps will need it
988 * to save here. 1076 * to save here.
989 */ 1077 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1079 make_path_to_file (buf);
992 1080
993#ifdef AUTOSAVE 1081#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1082 op->contr->last_save_tick = pticks;
995#endif 1083#endif
996 start_info(op); 1084 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1085 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1086 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1087 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1088 esrv_send_inventory (op, op);
1001 fix_player(op); 1089 fix_player (op);
1002 1090
1003 /* This moves the player to a different start map, if there 1091 /* This moves the player to a different start map, if there
1004 * is one for this race 1092 * is one for this race
1005 */ 1093 */
1006 if(*first_map_ext_path) { 1094 if (*first_map_ext_path)
1095 {
1007 object *tmp; 1096 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1097 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1098
1011 first_map_ext_path, op->arch->name); 1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1100 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1101 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1102 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1103 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1105 * if the map isn't there, then stay on the
1018 * default initial map */ 1106 * default initial map */
1019 free_object(tmp); 1107 tmp->destroy ();
1108 }
1020 } else { 1109 else
1110 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1111 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1112 }
1023 return 0; 1113 return 0;
1024 } 1114 }
1025 1115
1026 /* Following actually changes the race - this is the default command 1116 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1117 * if we don't match with one of the options above.
1028 */ 1118 */
1029 1119
1030 tmp_loop = 0; 1120 tmp_loop = 0;
1031 while(!tmp_loop) { 1121 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1122 {
1123 shstr name = op->name;
1033 int x = op->x, y = op->y; 1124 int x = op->x, y = op->y;
1125
1034 remove_statbonus(op); 1126 remove_statbonus (op);
1035 remove_ob (op); 1127 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1128 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1129 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1130 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1131 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1132 op->name = op->name_pl = name;
1041 op->name = name; 1133 op->x = x;
1042 free_string(op->name_pl); 1134 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1135 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1136 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1137 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1138 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1139 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1140 }
1141
1055 update_object(op,UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1143 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1144 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1145 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1146 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1147 op->stats.grace = 0;
1148
1061 if (op->msg) 1149 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1153 return 0;
1065} 1154}
1066 1155
1156int
1067int key_confirm_quit(object *op, char key) 1157key_confirm_quit (object *op, char key)
1068{ 1158{
1069 char buf[MAX_BUF]; 1159 char buf[MAX_BUF];
1070 1160
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1072 op->contr->state=ST_PLAYING; 1163 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1165 return 1;
1075 } 1166 }
1076 1167
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1168 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1169 INVOKE_PLAYER (QUIT, op->contr);
1079 1170
1080 terminate_all_pets(op); 1171 terminate_all_pets (op);
1081 leave_map(op); 1172 leave_map (op);
1082 op->direction=0; 1173 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1175
1086 strcpy(op->contr->killer,"quit"); 1176 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1177 check_score (op);
1088 op->contr->party=NULL; 1178 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1179 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1180 op->contr->own_title[0] = '\0';
1091 1181
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1183 {
1184 maptile *mp, *next;
1094 1185
1095 /* We need to hunt for any per player unique maps in memory and 1186 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1187 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1189 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1101 next = mp->next; 1193 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1194 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1195 delete_map (mp);
1104 } 1196 }
1105 1197
1106 delete_character(op->name, 1); 1198 delete_character (op->name, 1);
1107 } 1199 }
1200
1108 play_again(op); 1201 play_again (op);
1109 return 1; 1202 return 1;
1110} 1203}
1111 1204
1205void
1112void flee_player(object *op) { 1206flee_player (object *op)
1207{
1113 int dir,diff; 1208 int dir, diff;
1114 rv_vector rv; 1209 rv_vector rv;
1115 1210
1116 if(op->stats.hp < 0) { 1211 if (op->stats.hp < 0)
1212 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1213 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1214 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1215 return;
1120 } 1216 }
1121 1217
1122 if(op->enemy==NULL) { 1218 if (op->enemy == NULL)
1219 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1220 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1221 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1222 return;
1126 } 1223 }
1127 1224
1128 /* Seen some crashes here. Since we don't store an 1225 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1226 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1227 * actual enemy, and the object is recycled.
1131 */ 1228 */
1132 if (op->enemy->map == NULL) { 1229 if (op->enemy->map == NULL)
1230 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1231 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1232 op->enemy = NULL;
1135 return; 1233 return;
1136 } 1234 }
1137 1235
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1236 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237 {
1139 op->enemy=NULL; 1238 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1239 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1240 return;
1142 } 1241 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1242 get_rangevector (op, op->enemy, &rv, 0);
1144 1243
1145 dir=absdir(4+rv.direction); 1244 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1245 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1246 {
1247 int m = 1 - (RANDOM () & 2);
1248
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return;
1252 }
1253 }
1153 /* Cornered, get rid of scared */ 1254 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1255 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1256 op->enemy = NULL;
1156} 1257}
1157 1258
1158 1259
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1260/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1261 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1262 * stop.
1162 */ 1263 */
1264int
1163int check_pick(object *op) { 1265check_pick (object *op)
1266{
1164 object *tmp, *next; 1267 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1268 int stop = 0;
1167 int j, k, wvratio; 1269 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1270 char putstring[128], tmpstr[16];
1169 1271
1170
1171 /* if you're flying, you cna't pick up anything */ 1272 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1273 if (op->move_type & MOVE_FLYING)
1173 return 1; 1274 return 1;
1174 1275
1175 op_tag = op->count;
1176
1177 next = op->below; 1276 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1277
1181 /* loop while there are items on the floor that are not marked as 1278 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1279 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1280 while (next && !next->destroyed ())
1184 { 1281 {
1185 tmp = next; 1282 tmp = next;
1186 next = tmp->below; 1283 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1284
1190 if (was_destroyed (op, op_tag)) 1285 if (op->destroyed ())
1191 return 0; 1286 return 0;
1192 1287
1193 if ( ! can_pick (op, tmp)) 1288 if (!can_pick (op, tmp))
1194 continue; 1289 continue;
1195 1290
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1292 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1293 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1294 pick_up (op, tmp);
1200 continue; 1295 continue;
1201 } 1296 }
1202 1297
1203 /* high not bit set? We're using the old autopickup model */ 1298 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1299 if (!(op->contr->mode & PU_NEWMODE))
1300 {
1205 switch (op->contr->mode) { 1301 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1302 {
1207 case 1: pick_up (op, tmp); 1303 case 0:
1208 return 1; 1304 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1305 case 1:
1210 return 0; 1306 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1307 return 1;
1212 case 4: pick_up (op, tmp); 1308 case 2:
1213 break; 1309 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1310 return 0;
1215 stop = 1; 1311 case 3:
1216 break; 1312 return 0; /* stop before pickup */
1217 case 6: 1313 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1314 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1315 break;
1220 pick_up(op, tmp); 1316 case 5:
1221 break; 1317 pick_up (op, tmp);
1318 stop = 1;
1319 break;
1320 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 pick_up (op, tmp);
1323 break;
1222 1324
1223 case 7: 1325 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1326 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1327 pick_up (op, tmp);
1226 break; 1328 break;
1227 1329
1228 default: 1330 default:
1229 /* use value density */ 1331 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1334 pick_up (op, tmp);
1233 >= op->contr->mode) 1335 }
1234 pick_up(op,tmp); 1336 }
1235 } 1337 else
1236 } 1338 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1339 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1340 if (op->contr->mode & PU_DEBUG)
1240 { 1341 {
1241 /* some debugging code to figure out item information */ 1342 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1343 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1346 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1350
1252 sprintf(putstring,"...flags: "); 1351 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1352 for (k = 0; k < 4; k++)
1254 { 1353 {
1255 for(j=0;j<32;j++) 1354 for (j = 0; j < 32; j++)
1256 { 1355 {
1257 if((tmp->flags[k]>>j)&0x01) 1356 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1357 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1358 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1359 strcat (putstring, tmpstr);
1261 } 1360 }
1262 } 1361 }
1263 } 1362 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1364
1266#if 0 1365#if 0
1267 /* print the flags too */ 1366 /* print the flags too */
1268 for(k=0;k<4;k++) 1367 for (k = 0; k < 4; k++)
1269 { 1368 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1370 for (j = 0; j < 32; j++)
1272 { 1371 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1373 if (!((j + 1) % 4))
1275 } 1374 fprintf (stderr, " ");
1375 }
1276 fprintf(stderr," [%d]\n", k*32); 1376 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1377 }
1278#endif 1378#endif
1279 } 1379 }
1280 /* philosophy: 1380 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1381 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1382 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1383 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1384 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1385 * example.
1286 * The drawback: right now it has no frontend, so you need to 1386 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1387 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1388 * convert to decimal and then 'pickup <#>
1289 */ 1389 */
1290 1390
1291 /* the first two modes are exclusive: if NOTHING we return, if 1391 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1392 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1393 * meaning if any test passes, the item gets picked up. */
1294 1394
1295 /* if mode is set to pick nothing up, return */ 1395 /* if mode is set to pick nothing up, return */
1296 1396
1297 if(op->contr->mode & PU_NOTHING) return 1; 1397 if (op->contr->mode & PU_NOTHING)
1398 return 1;
1298 1399
1299 /* if mode is set to stop when encountering objects, return */ 1400 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1401 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1402 * anything up */
1302 1403
1303 if(op->contr->mode & PU_STOP) return 0; 1404 if (op->contr->mode & PU_STOP)
1405 return 0;
1304 1406
1305 /* useful for going into stores and not losing your settings... */ 1407 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1408 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1409 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1410 if (op->contr->mode & PU_INHIBIT)
1411 return 1;
1309 1412
1310 /* prevent us from turning into auto-thieves :) */ 1413 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1414 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415 continue;
1312 1416
1313 /* ignore known cursed objects */ 1417 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1418 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1419 continue;
1315 1420
1316 /* all food and drink if desired */ 1421 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1422 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1423 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1424 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1321 if(op->contr->mode & PU_DRINK) 1430 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1431 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1324 1436
1325 if(op->contr->mode & PU_POTION) 1437 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1438 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1328 1443
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1444 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1445 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1446 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1333 if(op->contr->mode & PU_SKILLSCROLL) 1452 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1453 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1454 {
1455 pick_up (op, tmp);
1456 continue;
1457 }
1458
1336 if(op->contr->mode & PU_READABLES) 1459 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1460 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 continue;
1464 }
1339 1465
1340 /* wands/staves/rods/horns */ 1466 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1467 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1344 1473
1345 /* pick up all magical items */ 1474 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1475 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1476 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1349 1481
1350 if(op->contr->mode & PU_VALUABLES) 1482 if (op->contr->mode & PU_VALUABLES)
1351 { 1483 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1484 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1485 {
1354 } 1486 pick_up (op, tmp);
1487 continue;
1488 }
1489 }
1355 1490
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1491 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1492 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1493 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1494 {
1495 pick_up (op, tmp);
1496 continue;
1497 }
1360 1498
1499 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH)
1502 {
1503 pick_up (op, tmp);
1504 continue;
1505 }
1506
1361 /* bows and arrows. Bows are good for selling! */ 1507 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1508 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1509 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1365 if(op->contr->mode & PU_ARROW) 1515 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1516 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1368 1521
1369 /* all kinds of armor etc. */ 1522 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1523 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1524 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1373 if(op->contr->mode & PU_HELMET) 1530 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1531 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1376 if(op->contr->mode & PU_SHIELD) 1537 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1538 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1379 if(op->contr->mode & PU_BOOTS) 1544 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1545 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1382 if(op->contr->mode & PU_GLOVES) 1551 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1552 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1553 {
1554 pick_up (op, tmp);
1555 continue;
1556 }
1557
1385 if(op->contr->mode & PU_CLOAK) 1558 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1559 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1560 {
1561 pick_up (op, tmp);
1562 continue;
1563 }
1388 1564
1389 /* hoping to catch throwing daggers here */ 1565 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1566 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1393 1572
1394 /* careful: chairs and tables are weapons! */ 1573 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1574 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1575 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1576 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1577 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1580 {
1402 } 1581 pick_up (op, tmp);
1582 continue;
1583 }
1584 }
1585
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1586 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1587 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1589 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1590 pick_up (op, tmp);
1408 } 1591 continue;
1409 } 1592 }
1593 }
1594 }
1410 1595
1411 /* misc stuff that's useful */ 1596 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1597 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1599 {
1600 pick_up (op, tmp);
1601 continue;
1602 }
1415 1603
1416 /* any of the last 4 bits set means we use the ratio for value 1604 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1605 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1606 if (op->contr->mode & PU_RATIO)
1419 { 1607 {
1420 /* use value density to decide what else to grab */ 1608 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1609 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1610 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1611 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1612 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1614 {
1427 pick_up(op, tmp); 1615 pick_up (op, tmp);
1428#if 0 1616#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1617 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1618 if (tmp->name != NULL)
1619 {
1431 fprintf(stderr,"%s", tmp->name); 1620 fprintf (stderr, "%s", tmp->name);
1432 } 1621 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1622 else
1623 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1624 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1625 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1626#endif
1437 continue; 1627 continue;
1438 } 1628 }
1629 }
1630 } /* the new pickup model */
1439 } 1631 }
1440 } /* the new pickup model */ 1632
1441 }
1442 return ! stop; 1633 return !stop;
1443} 1634}
1444 1635
1445/* 1636/*
1446 * Find an arrow in the inventory and after that 1637 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1638 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1639 * found object is returned.
1449 */ 1640 */
1641object *
1450object *find_arrow(object *op, const char *type) 1642find_arrow (object *op, const char *type)
1451{ 1643{
1452 object *tmp = NULL; 1644 object *tmp = NULL;
1453 1645
1454 for(op=op->inv; op; op=op->below) 1646 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1648 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1649 else if (op->type == ARROW && op->race == type)
1459 return op; 1650 return op;
1460 return tmp; 1651 return tmp;
1461} 1652}
1462 1653
1463/* 1654/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1656 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1657 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1658 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1659 */
1469 1660
1661object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1662find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1663{
1472 object *tmp = NULL, *arrow, *ntmp; 1664 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1665 int attacknum, attacktype, betterby = 0, i;
1474 1666
1475 if (!type) 1667 if (!type)
1476 return NULL; 1668 return NULL;
1477 1669
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1670 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1671 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1672 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1673 {
1674 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1675 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1676 if (i > betterby)
1484 tmp = ntmp; 1677 {
1485 betterby = i; 1678 tmp = ntmp;
1486 } 1679 betterby = i;
1680 }
1681 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1682 else if (arrow->type == ARROW && arrow->race == type)
1683 {
1488 /* allways prefer assasination/slaying */ 1684 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1686 {
1491 if (arrow->attacktype & AT_DEATH) { 1687 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1688 {
1493 return arrow; 1689 *better = 100;
1494 } else { 1690 return arrow;
1495 tmp = arrow; 1691 }
1692 else
1693 {
1694 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1695 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1696 }
1498 } else { 1697 }
1698 else
1699 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 {
1500 attacktype = 1<<attacknum; 1702 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1704 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1705 {
1706 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1707 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1708 }
1506 } 1709 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1711 {
1712 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1713 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1714 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1715 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1716 {
1717 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1718 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1719 }
1720 }
1721 }
1515 } 1722 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1723 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1724 return find_arrow (op, type);
1520 1725
1521 *better = betterby; 1726 *better = betterby;
1522 return tmp; 1727 return tmp;
1523} 1728}
1524 1729
1525/* looks in a given direction, finds the first valid target, and calls 1730/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1731 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1732 * op = the shooter
1528 * type = bow->race 1733 * type = bow->race
1529 * dir = fire direction 1734 * dir = fire direction
1530 */ 1735 */
1531 1736
1737object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1738pick_arrow_target (object *op, const char *type, int dir)
1533{ 1739{
1534 object *tmp = NULL; 1740 object *tmp = NULL;
1535 mapstruct *m; 1741 maptile *m;
1536 int i, mflags, found, number; 1742 int i, mflags, found, number;
1537 sint16 x, y; 1743 sint16 x, y;
1538 1744
1539 if (op->map == NULL) 1745 if (op->map == NULL)
1540 return find_arrow(op, type); 1746 return find_arrow (op, type);
1541 1747
1542 /* do a dex check */ 1748 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1749 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1750 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1751 return find_arrow (op, type);
1546 1752
1547 m = op->map; 1753 m = op->map;
1548 x = op->x; 1754 x = op->x;
1549 y = op->y; 1755 y = op->y;
1550 1756
1551 /* find the first target */ 1757 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1758 for (i = 0, found = 0; i < 20; i++)
1759 {
1553 x += freearr_x[dir]; 1760 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1761 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1762 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1763 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764 {
1557 tmp = NULL; 1765 tmp = NULL;
1558 break; 1766 break;
1767 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1768 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1769 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1770 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1771 * perhaps a bad assumption.
1562 */ 1772 */
1563 tmp = NULL; 1773 tmp = NULL;
1564 break; 1774 break;
1565 } 1775 }
1566 if (mflags & P_IS_ALIVE) { 1776 if (mflags & P_IS_ALIVE)
1777 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1778 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1779 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1780 {
1570 break; 1781 found++;
1571 } 1782 break;
1783 }
1572 if (found) 1784 if (found)
1573 break; 1785 break;
1574 } 1786 }
1575 } 1787 }
1576 if (tmp == NULL) 1788 if (tmp == NULL)
1577 return find_arrow(op, type); 1789 return find_arrow (op, type);
1578 1790
1579 if (tmp->head) 1791 if (tmp->head)
1580 tmp = tmp->head; 1792 tmp = tmp->head;
1581 1793
1582 return find_better_arrow(op, tmp, type, &i); 1794 return find_better_arrow (op, tmp, type, &i);
1583} 1795}
1584 1796
1585/* 1797/*
1586 * Creature fires a bow - op can be monster or player. Returns 1798 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1799 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1802 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1803 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1804 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1805 * player fire modes.
1594 */ 1806 */
1807int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1809{
1598 object *left, *bow; 1810 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1811 int bowspeed, mflags;
1601 mapstruct *m; 1812 maptile *m;
1602 1813
1603 if (!dir) { 1814 if (!dir)
1815 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1817 return 0;
1606 } 1818 }
1607 if (op->type == PLAYER) 1819 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1820 bow = op->contr->ranges[range_bow];
1609 else { 1821 else
1822 {
1610 for(bow=op->inv; bow; bow=bow->below) 1823 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1824 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1825 * don't need to switch back and forth between bows and weapons.
1613 */ 1826 */
1614 if(bow->type==BOW) 1827 if (bow->type == BOW)
1615 break; 1828 break;
1616 1829
1617 if (!bow) { 1830 if (!bow)
1831 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1833 return 0;
1620 } 1834 }
1621 } 1835 }
1622 if( !bow->race || !bow->skill) { 1836 if (!bow->race || !bow->skill)
1837 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1839 return 0;
1625 } 1840 }
1626 1841
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1843
1629 /* penalize ROF for bestarrow */ 1844 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1847 if (bowspeed < 1)
1633 bowspeed = 1; 1848 bowspeed = 1;
1634 1849
1635 if (arrow == NULL) { 1850 if (arrow == NULL)
1851 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1852 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 {
1637 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1857 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1858 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1859 return 0;
1644 } 1860 }
1645 } 1861 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1863 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1864 {
1865 return 0;
1866 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1870 return 0;
1653 } 1871 }
1654 1872
1655 /* this should not happen, but sometimes does */ 1873 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1874 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1875 {
1876 arrow->destroy ();
1877 return 0;
1878 }
1661 1879
1662 left = arrow; /* these are arrows left to the player */ 1880 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1881 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1882 if (arrow == NULL)
1883 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1885 return 0;
1668 return 0;
1669 } 1886 }
1670 set_owner(arrow, op); 1887 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1888 arrow->skill = bow->skill;
1673 1889
1674 arrow->direction=dir; 1890 arrow->direction = dir;
1675 arrow->x = sx; 1891 arrow->x = sx;
1676 arrow->y = sy; 1892 arrow->y = sy;
1677 1893
1678 if (op->type == PLAYER) { 1894 if (op->type == PLAYER)
1895 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1897 fix_player (op);
1681 } 1898 }
1682 1899
1683 SET_ANIMATION(arrow, arrow->direction); 1900 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1902 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1903 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1904 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1905 arrow->spellarg = strdup_local (arrow->slaying);
1689 1906
1690 /* Note that this was different for monsters - they got their level 1907 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1908 * added to the damage. I think the strength bonus is more proper.
1692 */ 1909 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1698 /* update the speed */ 1913 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1916
1704 if (arrow->speed < 1.0) 1917 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1918 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1919 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1920 arrow->speed_left = 0;
1708 1921
1709 if (op->type == PLAYER) { 1922 if (op->type == PLAYER)
1923 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1927
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1929 }
1930 else
1931 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1933 arrow->level = op->level;
1721 } 1934 }
1935
1722 if (arrow->attacktype == AT_PHYSICAL) 1936 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1937 arrow->attacktype |= bow->attacktype;
1938
1724 if (bow->slaying != NULL) 1939 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1940 arrow->slaying = bow->slaying;
1726 1941
1727 arrow->map = m; 1942 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1943 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1945
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1947 insert_ob_in_map (arrow, m, op, 0);
1734 1948
1735 if (!was_destroyed(arrow, tag)) 1949 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1950 move_arrow (arrow);
1737 1951
1738 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1953 {
1954 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1955 esrv_del_item (op->contr, left->count);
1741 else 1956 else
1742 esrv_send_item(op, left); 1957 esrv_send_item (op, left);
1743 } 1958 }
1959
1744 return 1; 1960 return 1;
1745} 1961}
1746 1962
1747/* Special fire code for players - this takes into 1963/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1964 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1965 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1966 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1967 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1968 * hence the function name.
1753 */ 1969 */
1970int
1754int player_fire_bow(object *op, int dir) 1971player_fire_bow (object *op, int dir)
1755{ 1972{
1756 int ret=0, wcmod=0; 1973 int ret = 0, wcmod = 0;
1757 1974
1758 if (op->contr->bowtype == bow_bestarrow) { 1975 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1976 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1978 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1982 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1984 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1985 else if (op->contr->bowtype == bow_threewide)
1986 {
1768 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);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1988 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1989 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1990 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1991 else if (op->contr->bowtype == bow_spreadshot)
1992 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1996
1776 } else { 1997 }
1998 else
1999 {
1777 /* Simple case */ 2000 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2002 }
1780 return ret; 2003 return ret;
1781} 2004}
1782 2005
1783 2006
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2007/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2008 * Broken apart from 'fire' to keep it more readable.
1786 */ 2009 */
2010void
1787void fire_misc_object(object *op, int dir) 2011fire_misc_object (object *op, int dir)
1788{ 2012{
1789 object *item; 2013 object *item;
1790 2014
1791 if (!op->contr->ranges[range_misc]) { 2015 if (!op->contr->ranges[range_misc])
2016 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2018 return;
1794 } 2019 }
1795 2020
1796 item = op->contr->ranges[range_misc]; 2021 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2022 if (!item->inv)
2023 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2024 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2025 return;
1800 } 2026 }
1801 if (item->type == WAND) { 2027 if (item->type == WAND)
2028 {
1802 if(item->stats.food<=0) { 2029 if (item->stats.food <= 0)
2030 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2033 return;
1806 } 2034 }
2035 }
1807 } else if (item->type == ROD || item->type==HORN) { 2036 else if (item->type == ROD || item->type == HORN)
2037 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2039 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2041 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2043 else
1813 else 2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2045 return;
1817 } 2046 }
1818 } 2047 }
1819 2048
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2049 if (cast_spell (op, item, dir, item->inv, NULL))
2050 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2051 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2052 if (item->type == WAND)
2053 {
1823 if (!(--item->stats.food)) { 2054 if (!(--item->stats.food))
1824 object *tmp; 2055 {
1825 if (item->arch) { 2056 object *tmp;
2057
2058 if (item->arch)
2059 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2060 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2061 item->face = item->arch->clone.face;
1828 item->speed = 0; 2062 item->speed = 0;
1829 update_ob_speed(item); 2063 update_ob_speed (item);
1830 } 2064 }
1831 if ((tmp=is_player_inv(item))) 2065 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2066 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2067 }
1834 } 2068 }
1835 else if (item->type == ROD || item->type==HORN) { 2069 else if (item->type == ROD || item->type == HORN)
2070 {
1836 drain_rod_charge(item); 2071 drain_rod_charge (item);
1837 } 2072 }
1838 } 2073 }
1839} 2074}
1840 2075
1841/* Received a fire command for the player - go and do it. 2076/* Received a fire command for the player - go and do it.
1842 */ 2077 */
2078void
1843void fire(object *op,int dir) { 2079fire (object *op, int dir)
2080{
1844 int spellcost=0; 2081 int spellcost = 0;
1845 2082
1846 /* check for loss of invisiblity/hide */ 2083 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2084 if (action_makes_visible (op))
2085 make_visible (op);
1848 2086
1849 switch(op->contr->shoottype) { 2087 switch (op->contr->shoottype)
2088 {
1850 case range_none: 2089 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2090 return;
1887 default: 2091
2092 case range_bow:
2093 player_fire_bow (op, dir);
2094 return;
2095
2096 case range_magic: /* Casting spells */
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2098 return;
2099
2100 case range_misc:
2101 fire_misc_object (op, dir);
2102 return;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2128 return;
1890 } 2129 }
1891} 2130}
1892 2131
1893 2132
1894 2133
1901 * inv is the objects inventory to searched 2140 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2141 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2142 * This function can be called recursively to search containers.
1904 */ 2143 */
1905 2144
2145object *
1906object * find_key(object *pl, object *container, object *door) 2146find_key (object *pl, object *container, object *door)
1907{ 2147{
1908 object *tmp,*key; 2148 object *tmp, *key;
1909 2149
1910 /* Should not happen, but sanity checking is never bad */ 2150 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2151 if (container->inv == NULL)
2152 return NULL;
1912 2153
1913 /* First, lets try to find a key in the top level inventory */ 2154 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2156 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2157 if (door->type == DOOR && tmp->type == KEY)
2158 break;
1916 /* For sanity, we should really check door type, but other stuff 2159 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2160 * (like containers) can be locked with special keys
1918 */ 2161 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2163 break;
1921 } 2164 }
1922 /* No key found - lets search inventories now */ 2165 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2166 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2167 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2168 * a key, return
1926 */ 2169 */
1927 if (!tmp) { 2170 if (!tmp)
2171 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2173 {
1929 /* No reason to search empty containers */ 2174 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2175 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2176 {
2177 if ((key = find_key (pl, tmp, door)) != NULL)
2178 return key;
2179 }
2180 }
2181 if (!tmp)
2182 return NULL;
1932 } 2183 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2184 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2185 * see if we actually want to use it
1938 */ 2186 */
1939 if (pl!=container) { 2187 if (pl != container)
2188 {
1940 /* Only let players use keys in containers */ 2189 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2190 if (!pl->contr)
2191 return NULL;
1942 /* cases where this fails: 2192 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2193 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2194 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2195 * If the container is not active, return now since only active
1946 * containers can be used. 2196 * containers can be used.
1947 * If we only search keyrings and the container does not have 2197 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2198 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2199 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2200 * inv must have been an container and must have been active.
1951 * 2201 *
1952 * Change the color so that the message doesn't disappear with 2202 * Change the color so that the message doesn't disappear with
1953 * all the others. 2203 * all the others.
1954 */ 2204 */
1955 if (pl->contr->usekeys == key_inventory || 2205 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2206 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2207 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2208 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2211 return NULL;
1964 } 2212 }
1965 } 2213 }
1966 return tmp; 2214 return tmp;
1967} 2215}
1968 2216
1969/* moved door processing out of move_player_attack. 2217/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2218 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2219 * such that the caller should not do anything more,
1972 * 0 otherwise 2220 * 0 otherwise
1973 */ 2221 */
2222static int
1974static int player_attack_door(object *op, object *door) 2223player_attack_door (object *op, object *door)
1975{ 2224{
1976 2225
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2226 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2227 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2228 * otherwise, we fall through to the rest of the code.
1980 */ 2229 */
1981 object *key=find_key(op, op, door); 2230 object *key = find_key (op, op, door);
1982 2231
1983 /* IF we found a key, do some extra work */ 2232 /* IF we found a key, do some extra work */
1984 if (key) { 2233 if (key)
2234 {
1985 object *container=key->env; 2235 object *container = key->env;
1986 2236
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2238 if (action_makes_visible (op))
2239 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2242 if (door->type == DOOR)
2243 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2245 }
1993 else if(door->type==LOCKED_DOOR) { 2246 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2247 {
1995 "You open the door with the %s", query_short_name(key)); 2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2249 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2250 }
1998 /* Do this after we print the message */ 2251 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2252 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2253 /* Need to update the weight the container the key was in */
2001 if (container != op) 2254 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2255 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2256 return 1; /* Nothing more to do below */
2257 }
2004 } else if (door->type==LOCKED_DOOR) { 2258 else if (door->type == LOCKED_DOOR)
2259 {
2005 /* Might as well return now - no other way to open this */ 2260 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2262 return 1;
2008 } 2263 }
2009 return 0; 2264 return 0;
2010} 2265}
2011 2266
2012/* This function is just part of a breakup from move_player. 2267/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2268 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2269 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2270 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2271 * going to try and move (not fire weapons).
2017 */ 2272 */
2018 2273
2274void
2019void move_player_attack(object *op, int dir) 2275move_player_attack (object *op, int dir)
2020{ 2276{
2021 object *tmp, *mon; 2277 object *tmp, *mon;
2022 sint16 nx, ny; 2278 sint16 nx, ny;
2023 int on_battleground; 2279 int on_battleground;
2024 mapstruct *m; 2280 maptile *m;
2025 2281
2026 nx=freearr_x[dir]+op->x; 2282 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2283 ny = freearr_y[dir] + op->y;
2028 2284
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2285 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2286
2031 /* If braced, or can't move to the square, and it is not out of the 2287 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2288 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2289 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2290 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2291 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2292 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2293 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2294 * move_ob uses.
2039 */ 2295 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2300 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2301 if (!m)
2044 } 2302 return; /* Don't think this should happen */
2045 else m =op->map; 2303 }
2046 2304 else
2305 m = op->map;
2306
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2310 return;
2050 } 2311 }
2051 2312
2052 mon = NULL; 2313 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2314 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2315 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2316 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2317 * on the space
2057 */ 2318 */
2058 while (tmp!=NULL) { 2319 while (tmp != NULL)
2320 {
2059 if (tmp == op) { 2321 if (tmp == op)
2060 tmp=tmp->above; 2322 {
2061 continue; 2323 tmp = tmp->above;
2062 } 2324 continue;
2325 }
2326
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2328 {
2065 break; 2329 mon = tmp;
2066 } 2330 break;
2331 }
2332
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2334 mon = tmp;
2335
2069 tmp=tmp->above; 2336 tmp = tmp->above;
2070 } 2337 }
2071 2338
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2339 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2340 return; /* into a wall */
2074 2341
2075 if(mon->head != NULL) 2342 if (mon->head != NULL)
2076 mon = mon->head; 2343 mon = mon->head;
2077 2344
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2346 if (player_attack_door (op, mon))
2347 return;
2080 2348
2081 /* The following deals with possibly attacking peaceful 2349 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2350 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2351 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2352 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2353 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2354 * and thus will not push them.
2087 */ 2355 */
2088 2356
2089 /* If the creature is a pet, push it even if the player is not 2357 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2358 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2359 * player owns it and it is either friendly or unagressive.
2092 */ 2360 */
2093 if ((op->type==PLAYER) 2361 if ((op->type == PLAYER)
2094#if COZY_SERVER 2362#if COZY_SERVER
2095 && 2363 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr 2364 ((get_owner (mon) && get_owner (mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2366#else
2102 && get_owner(mon)==op 2367 && get_owner (mon) == op
2103#endif 2368#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2370 {
2106 /* If we're braced, we don't want to switch places with it */ 2371 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2372 if (op->contr->braced)
2373 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2375 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2376 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op);
2111 return; 2378 return;
2112 } 2379 }
2113 2380
2114 /* in certain circumstances, you shouldn't attack friendly 2381 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2382 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2383 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2384 * attack them either.
2118 */ 2385 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2386 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2388#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2389 (op->contr->peaceful
2390 || (mon->type == PLAYER
2391 && mon->contr->
2392 peaceful)) &&
2124#else 2393#else
2125 op->contr->peaceful && 2394 op->contr->peaceful &&
2126#endif 2395#endif
2127 !on_battleground 2396 !on_battleground))
2397 {
2398 if (!op->contr->braced)
2128 )) { 2399 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2401 (void) push_ob (mon, dir, op);
2132 } else { 2402 }
2403 else
2404 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2405 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2406 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2407 if (op->contr->tmp_invis || op->hide)
2136 } 2408 make_visible (op);
2409 }
2137 2410
2138 /* If the object is a boulder or other rollable object, then 2411 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2412 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2413 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2415 {
2142 recursive_roll(mon,dir,op); 2416 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2417 if (action_makes_visible (op))
2144 } 2418 make_visible (op);
2419 }
2145 2420
2146 /* Any generic living creature. Including things like doors. 2421 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2422 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2423 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2424 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2425 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2426 */
2152 2427
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2430 {
2156 2431
2157 /* If the player hasn't hit something this tick, and does 2432 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2433 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2434 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2435 * incurred a 1 tick offset.
2161 */ 2436 */
2162 if (!op->contr->has_hit) { 2437 if (!op->contr->has_hit)
2438 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2439 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2440
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2442 }
2167 2443
2168 skill_attack(mon, op, 0, NULL, NULL); 2444 skill_attack (mon, op, 0, NULL, NULL);
2169 2445
2170 /* If attacking another player, that player gets automatic 2446 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2447 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2448 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2449 * the wiz.
2174 */ 2450 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2452 {
2177 short luck = mon->stats.luck; 2453 short luck = mon->stats.luck;
2454
2178 mon->contr->has_hit = 1; 2455 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2456 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2457 mon->stats.luck = luck;
2181 } 2458 }
2182 if(action_makes_visible(op)) make_visible(op); 2459 if (action_makes_visible (op))
2183 } 2460 make_visible (op);
2461 }
2184 } /* if player should attack something */ 2462 } /* if player should attack something */
2185} 2463}
2186 2464
2465int
2187int move_player(object *op,int dir) { 2466move_player (object *op, int dir)
2467{
2188 int pick; 2468 int pick;
2189 2469
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2471 return 0;
2472
2473 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9))
2475 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0;
2478 }
2479
2480 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483
2484 op->facing = dir;
2485
2486 if (op->hide)
2487 do_hidden_move (op);
2488
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ;
2491 else if (op->contr->fire_on)
2492 fire (op, dir);
2493 else
2494 {
2495 move_player_attack (op, dir);
2496 pick = check_pick (op);
2497 }
2498
2499 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing.
2501 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir;
2505 }
2506 else
2507 {
2508 op->direction = 0;
2509 }
2510 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities
2512 * for players.
2513 */
2514 animate_object (op, op->facing);
2515 return 0;
2229} 2516}
2230 2517
2231/* This is similar to handle_player, below, but is only used by the 2518/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2519 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2520 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2521 * the new speed values for commands.
2235 * 2522 *
2236 * Returns true if there are more actions we can do. 2523 * Returns true if there are more actions we can do.
2237 */ 2524 */
2525int
2238int handle_newcs_player(object *op) 2526handle_newcs_player (object *op)
2239{ 2527{
2240 if (op->contr->hidden) { 2528 if (op->contr->hidden)
2529 {
2241 op->invisible = 1000; 2530 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2531 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2532 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2533 * alternate it here for it to work correctly.
2245 */ 2534 */
2246 if (pticks & 2) op->invisible--; 2535 if (pticks & 2)
2536 op->invisible--;
2247 } 2537 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2249 op->invisible--; 2540 op->invisible--;
2250 if(!op->invisible) { 2541 if (!op->invisible)
2542 {
2251 make_visible(op); 2543 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2545 }
2254 } 2546 }
2255 2547
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2548 if (QUERY_FLAG (op, FLAG_SCARED))
2549 {
2257 flee_player(op); 2550 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2551 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2260 op->speed_left--; 2554 op->speed_left--;
2261 return 0; 2555 return 0;
2262 } 2556 }
2263 } 2557 }
2264 2558
2265 /* I've been seeing crashes where the golem has been destroyed, but 2559 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2560 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2561 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2562 * put this in a a workaround to clean up the golem pointer.
2269 */ 2563 */
2270 if (op->contr->ranges[range_golem] && 2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2565 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2566
2277 /* call this here - we also will call this in do_ericserver, but 2567 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2568 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2569 * called, so we recheck it here.
2280 */ 2570 */
2281 HandleClient(&op->contr->socket, op->contr); 2571 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2572 if (op->speed_left < 0)
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0; 2573 return 0;
2297}
2298 2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction);
2585 if (op->speed_left > 0)
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0;
2591}
2592
2593int
2299int save_life(object *op) { 2594save_life (object *op)
2595{
2300 object *tmp; 2596 object *tmp;
2301 2597
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2599 return 0;
2600
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609
2610 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612
2613 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp;
2615
2616 if (op->stats.food < 0)
2617 op->stats.food = 999;
2618
2619 fix_player (op);
2620 return 1;
2621 }
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */
2625 return 0;
2327} 2626}
2328 2627
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2628/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2629 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2630 * function will descend into containers. op is the object to start the search
2332 * from. 2631 * from.
2333 */ 2632 */
2633void
2334void remove_unpaid_objects(object *op, object *env) 2634remove_unpaid_objects (object *op, object *env)
2335{ 2635{
2336 object *next; 2636 object *next;
2337 2637
2338 while (op) { 2638 while (op)
2639 {
2339 next=op->below; /* Make sure we have a good value, in case 2640 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2641 * we remove object 'op'
2341 */ 2642 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2644 {
2645 op->remove ();
2344 op->x = env->x; 2646 op->x = env->x;
2345 op->y = env->y; 2647 op->y = env->y;
2346 if (env->type == PLAYER) 2648 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2649 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2650 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2651 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2652 else if (op->inv)
2351 op=next; 2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2352 } 2655 }
2353} 2656}
2354 2657
2355 2658
2356/* 2659/*
2358 * Moved from apply.c to player.c - player.c is what 2661 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2662 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2663 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2664 * but there isn't one in the server directory.
2362 */ 2665 */
2666char *
2363char *gravestone_text (object *op) 2667gravestone_text (object *op)
2364{ 2668{
2365 static char buf2[MAX_BUF]; 2669 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2670 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2671 time_t now = time (NULL);
2368 2672
2369 strcpy (buf2, " R.I.P.\n\n"); 2673 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2674 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2676 else
2373 sprintf (buf, "%s\n", op->name); 2677 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2678 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2679 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2680 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2681 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2682 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2685 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2686 if (op->type == PLAYER)
2687 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2688 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2689 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2690 strcat (buf2, buf);
2386 } 2691 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2693 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2694 strcat (buf2, buf);
2390 return buf2; 2695 return buf2;
2391} 2696}
2392 2697
2393 2698
2394 2699
2700void
2395void do_some_living(object *op) { 2701do_some_living (object *op)
2702{
2396 int last_food=op->stats.food; 2703 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2704 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2705 int over_hp, over_sp, over_grace;
2399 int i; 2706 int i;
2400 int rate_hp = 1200; 2707 int rate_hp = 1200;
2401 int rate_sp = 2500; 2708 int rate_sp = 2500;
2402 int rate_grace = 2000; 2709 int rate_grace = 2000;
2403 const int max_hp = 1; 2710 const int max_hp = 1;
2404 const int max_sp = 1; 2711 const int max_sp = 1;
2405 const int max_grace = 1; 2712 const int max_grace = 1;
2406 2713
2407 if (op->contr->outputs_sync) { 2714 if (op->contr->outputs_sync)
2715 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2718 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2719 }
2413 2720
2414 if(op->contr->state==ST_PLAYING) { 2721 if (op->contr->state == ST_PLAYING)
2722 {
2415 2723
2416 /* these next three if clauses make it possible to SLOW DOWN 2724 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2725 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2726 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2728 else
2729 {
2421 gen_hp = op->stats.maxhp; 2730 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2732 }
2424 if(op->contr->gen_sp >= 0 ) 2733 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2735 else
2736 {
2427 gen_sp = op->stats.maxsp; 2737 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2739 }
2430 if(op->contr->gen_grace >= 0) 2740 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2742 else
2743 {
2433 gen_grace = op->stats.maxgrace; 2744 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2746 }
2436 2747
2437 /* Regenerate Spell Points */ 2748 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2752 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2753 {
2754 op->stats.sp++;
2442 /* dms do not consume food */ 2755 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2757 {
2758 op->stats.food--;
2445 if(op->contr->digestion<0) 2759 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2760 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2450 } 2789 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2790
2471 /* Regenerate Grace */ 2791 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2793 if (--op->last_grace < 0)
2794 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2795 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2796 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2797 if (max_grace > 1)
2798 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2800 if (over_grace > 0)
2479 op->stats.sp += over_grace 2801 {
2802 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2803 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2804 op->last_grace = 0;
2482 } else { 2805 }
2806 else
2807 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2809 }
2485 } else { 2810 }
2811 else
2812 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2813 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2814 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2815 /* wearing stuff doesn't detract from grace generation. */
2489 } 2816 }
2490 2817
2491 /* Regenerate Hit Points */ 2818 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2819 if (--op->last_heal < 0)
2820 {
2493 if(op->stats.hp<op->stats.maxhp) { 2821 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2822 {
2823 op->stats.hp++;
2495 /* dms do not consume food */ 2824 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2825 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2826 {
2827 op->stats.food--;
2498 if(op->contr->digestion<0) 2828 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2829 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2831 op->stats.food = last_food;
2832 }
2833 }
2834 if (max_hp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 {
2839 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2840 op->last_heal = 0;
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2846 }
2847 else
2848 {
2849 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 }
2503 } 2851 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2852
2519 /* Digestion */ 2853 /* Digestion */
2520 if(--op->last_eat<0) { 2854 if (--op->last_eat < 0)
2855 {
2521#ifdef COZY_SERVER 2856#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2859#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2861#endif
2529 2862
2530 if(op->contr->gen_hp > 0) 2863 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2865 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2867 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2868 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2869 op->stats.food--;
2870 }
2537 } 2871 }
2538 2872
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2874 {
2540 object *tmp, *flesh=NULL; 2875 object *tmp, *flesh = NULL;
2541 2876
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2878 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2884 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2885 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2886 break;
2549 } 2887 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2888 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2889 flesh = tmp;
2552 } /* end of for loop */ 2890 } /* End if paid for object */
2891 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2892 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2893 * eat flesh instead.
2555 */ 2894 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2898 manual_apply (op, flesh, 0);
2559 } 2899 }
2560 } /* end if player is starving */ 2900 } /* end if player is starving */
2561 2901
2562 while(op->stats.food<0&&op->stats.hp>0) 2902 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2903 op->stats.food++, op->stats.hp--;
2564 2904
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2906 kill_player (op);
2567} 2907}
2568 2908
2569 2909
2570 2910
2571/* If the player should die (lack of hp, food, etc), we call this. 2911/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2912 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2913 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2914 * file.
2575 */ 2915 */
2916void
2576void kill_player(object *op) 2917kill_player (object *op)
2577{ 2918{
2578 char buf[MAX_BUF]; 2919 char buf[MAX_BUF];
2579 int x,y,i; 2920 int x, y;
2921
2922 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2923 maptile *map; /* this is for resurrection */
2924
2581 int z; 2925 /* int z;
2582 int num_stats_lose; 2926 int num_stats_lose;
2583 int lost_a_stat; 2927 int lost_a_stat;
2584 int lose_this_stat; 2928 int lose_this_stat;
2585 int this_stat; 2929 int this_stat; */
2586 int will_kill_again; 2930 int will_kill_again;
2587 archetype *at; 2931 archetype *at;
2588 object *tmp; 2932 object *tmp;
2589 2933
2590 if(save_life(op)) 2934 if (save_life (op))
2591 return; 2935 return;
2592 2936
2593 2937
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2938 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2939 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2940 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2941 */
2598 if (op_on_battleground(op, &x, &y)) { 2942 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2943 {
2600 "You have been defeated in combat!"); 2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2946
2603
2604 /* restore player */ 2947 /* restore player */
2605 at = find_archetype("poisoning"); 2948 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2949 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2950 if (tmp)
2608 remove_ob(tmp); 2951 {
2609 free_object(tmp); 2952 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2954 }
2612 2955
2613 at = find_archetype("confusion"); 2956 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2957 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2958 if (tmp)
2616 remove_ob(tmp); 2959 {
2617 free_object(tmp); 2960 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2962 }
2620 2963
2621 cure_disease(op,0); /* remove any disease */ 2964 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2965 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2966 if (op->stats.food <= 0)
2624 2967 op->stats.food = 999;
2968
2625 /* create a bodypart-trophy to make the winner happy */ 2969 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2970 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2971 if (tmp != NULL)
2628 { 2972 {
2629 sprintf(buf,"%s's finger",op->name); 2973 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2974 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2975 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2976 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2978 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2979 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2980 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2982 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2983 }
2984
2642 /* teleport defeated player to new destination*/ 2985 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2986 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2987 op->contr->braced = 0;
2645 return; 2988 return;
2646 } 2989 }
2647 2990
2648 INVOKE_PLAYER (DEATH, op->contr); 2991 INVOKE_PLAYER (DEATH, op->contr);
2649 2992
2650 command_kill_pets (op, 0); 2993 command_kill_pets (op, 0);
2651 2994
2652 if(op->stats.food<0) { 2995 if (op->stats.food < 0)
2996 {
2653 if (op->contr->explore) { 2997 if (op->contr->explore)
2998 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3001 op->stats.food = 999;
2657 return; 3002 return;
2658 } 3003 }
2659 sprintf(buf,"%s starved to death.",op->name); 3004 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3005 strcpy (op->contr->killer, "starvation");
3006 }
3007 else
2661 } 3008 {
2662 else {
2663 if (op->contr->explore) { 3009 if (op->contr->explore)
3010 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3013 op->stats.hp = op->stats.maxhp;
2667 return; 3014 return;
2668 } 3015 }
2669 sprintf(buf,"%s died.",op->name); 3016 sprintf (buf, "%s died.", &op->name);
2670 } 3017 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3019
2673 /* save the map location for corpse, gravestone*/ 3020 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
2675 3024
2676 3025
2677 if (settings.not_permadeth == TRUE) { 3026 if (settings.not_permadeth == TRUE)
3027 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3028 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3029 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 3030 * See the config.h file for a little more in depth detail about this.
2681 */ 3031 */
2682 3032
2683 /* Basically two ways to go - remove a stat permanently, or just 3033 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3034 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3035 * of death.
2686 */ 3036 */
2687#ifndef COZY_SERVER 3037#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3038 if (settings.balanced_stat_loss)
3039 {
2689 /* If stat loss is permanent, lose one stat only. */ 3040 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3041 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3042 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3043 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3044 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3045 little bit harder. */
2695 /* GD */ 3046 /* GD */
2696 if (settings.stat_loss_on_death) 3047 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3048 num_stats_lose = 1;
2698 else 3049 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3051 }
3052 else
3053 {
2701 num_stats_lose = 1; 3054 num_stats_lose = 1;
2702 } 3055 }
2703 lost_a_stat = 0; 3056 lost_a_stat = 0;
2704 3057
2705 for (z=0; z<num_stats_lose; z++) { 3058 for (z = 0; z < num_stats_lose; z++)
3059 {
2706 i = RANDOM() % NUM_STATS; 3060 i = RANDOM () % NUM_STATS;
2707 3061
2708 if (settings.stat_loss_on_death) { 3062 if (settings.stat_loss_on_death)
2709 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost.
2711 */
2712 change_attr_value(&(op->stats), i,-1);
2713 check_stat_bounds(&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1);
2715 check_stat_bounds(&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717 lost_a_stat = 1;
2718 } else {
2719 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion");
2721 object *dep;
2722 3063 {
2723 dep = present_arch_in_ob(deparch,op); 3064 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3065 * what he lost.
2725 dep = arch_to_object(deparch); 3066 */
2726 insert_ob_in_ob(dep, op); 3067 change_attr_value (&(op->stats), i, -1);
2727 } 3068 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3069 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3070 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3072 lost_a_stat = 1;
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 3073 }
2756 if (lose_this_stat) { 3074 else
3075 {
3076 /* deplete a stat */
3077 archetype *deparch = archetype::find ("depletion");
3078 object *dep;
3079
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 {
3083 dep = arch_to_object (deparch);
3084 insert_ob_in_ob (dep, op);
3085 }
3086 lose_this_stat = 1;
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0)
3093 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3122 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3123 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3124 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3125 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3126 * difference.
2763 */ 3127 */
2764 if (this_stat>=-50) { 3128 if (this_stat >= -50)
3129 {
2765 change_attr_value(&(dep->stats), i, -1); 3130 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3131 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3133 fix_player (op);
2769 lost_a_stat = 1; 3134 lost_a_stat = 1;
2770 } 3135 }
2771 } 3136 }
2772 } 3137 }
2773 } 3138 }
2774 /* If no stat lost, tell the player. */ 3139 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3140 if (!lost_a_stat)
2776 { 3141 {
2777 /* determine_god() seems to not work sometimes... why is this? 3142 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3143 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3144 const char *god = determine_god (op);
3145
2780 if (god && (strcmp(god, "none"))) 3146 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 3148 else
2783 " you.", god); 3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3150 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3151#else
2786 " feel a holy presence protecting you."); 3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2787 }
2788#endif 3153#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 3154
2792 /* Put a gravestone up where the character 'almost' died. List the 3155 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3156 * exp loss on the stone.
2794 */ 3157 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3158 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3159 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3160 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3161 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3162 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3163 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);
2801 "who was killed\n" 3164 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 3165 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3166 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3167
2809 /**************************************/ 3168 /**************************************/
2810 /* */ 3169 /* */
2811 /* Subtract the experience points, */ 3170 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3171 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3172 /* food, and reset HP's... */
2814 /* */ 3173 /* */
2815 /**************************************/ 3174 /**************************************/
2816 3175
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3176 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3177 /* restore player */
2819 at = find_archetype("poisoning"); 3178 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3179 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3180
2822 remove_ob(tmp); 3181 if (tmp)
2823 free_object(tmp); 3182 {
3183 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3185 }
2826 3186
2827 at = find_archetype("confusion"); 3187 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3188 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3189 if (tmp)
2830 remove_ob(tmp); 3190 {
2831 free_object(tmp); 3191 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3193 }
3194
2834 cure_disease(op,0); /* remove any disease */ 3195 cure_disease (op, 0); /* remove any disease */
2835 3196
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3197 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3198 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3199 if (op->stats.food < 100)
3200 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3201 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3204
2843 /* 3205 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3206 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 3207 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3208 * in the map.
2847 */ 3209 */
2848 3210
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3211 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3212 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3213
2857 /****************************************/ 3214 /****************************************/
2858 /* */ 3215 /* */
2859 /* Move player to his current respawn- */ 3216 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3217 /* position (usually last savebed) */
2861 /* */ 3218 /* */
2862 /****************************************/ 3219 /****************************************/
2863 3220
2864 enter_player_savebed(op); 3221 enter_player_savebed (op);
2865 3222
2866 /* Save the player before inserting the force to reduce 3223 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3224 * chance of abuse.
2868 */ 3225 */
2869 op->contr->braced=0; 3226 op->contr->braced = 0;
2870 save_player(op,1); 3227 save_player (op, 1);
2871 3228
2872 /* it is possible that the player has blown something up 3229 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3230 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3231 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3232 * on the space that might harm the player.
2876 */ 3233 */
2877 will_kill_again=0; 3234 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3236 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3237 will_kill_again |= tmp->attacktype;
2881 } 3238
2882 if (will_kill_again) { 3239 if (will_kill_again)
3240 {
2883 object *force; 3241 object *force;
2884 int at; 3242 int at;
2885 3243
2886 force=get_archetype(FORCE_NAME); 3244 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3245 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3246 force->speed = 0.1;
2889 force->speed_left=-5.0; 3247 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3248 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3249 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3250 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3251 force->resist[at] = 100;
2894 } 3252
2895 insert_ob_in_ob(force, op); 3253 insert_ob_in_ob (force, op);
2896 fix_player(op); 3254 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3255
3256 }
3257
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3259 return;
2908 } /* NOT_PERMADETH */ 3260 } /* NOT_PERMADETH */
2909 else { 3261 else
3262 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3264 * should probably be embedded in an else statement.
2912 */ 3265 */
2913 3266
2914 op->contr->party=NULL; 3267 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3268 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3269 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3271 check_score (op);
3272
2919 if(op->contr->ranges[range_golem]!=NULL) { 3273 if (op->contr->ranges[range_golem])
3274 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3275 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3276 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3277 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3278 }
2925 } 3279
2926 loot_object(op); /* Remove some of the items for good */ 3280 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3281 op->remove ();
2928 op->direction=0; 3282 op->direction = 0;
2929 3283
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
2931 delete_character(op->name,0); 3286 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3287 if (settings.resurrection == TRUE)
3288 {
2933 /* save playerfile sans equipment when player dies 3289 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3290 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3291 ** type spells will work on them nicely
2936 */ 3292 */
2937 delete_character(op->name,0); 3293 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3294 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3295 op->stats.food = 999;
2940 3296
2941 /* set the location of where the person will reappear when */ 3297 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3298 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3300 if (op->map != NULL)
2945 op->map = NULL; 3301 op->map = NULL;
2946 op->x = settings.emergency_x; 3302 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3303 op->y = settings.emergency_y;
2948 save_player(op,0); 3304 save_player (op, 0);
2949 op->map = map; 3305 op->map = map;
2950 /* please see resurrection.c: peterm */ 3306 /* please see resurrection.c: peterm */
2951 dead_player(op); 3307 dead_player (op);
2952 } else { 3308 }
3309 else
2953 delete_character(op->name,1); 3310 delete_character (op->name, 1);
2954 } 3311 }
2955 } 3312
2956 play_again(op); 3313 play_again (op);
2957 3314
2958 /* peterm: added to create a corpse at deathsite. */ 3315 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3317 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3318 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3319 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3320 tmp->x = x;
2965 if (tmp->msg) 3321 tmp->y = y;
2966 free_string(tmp->msg); 3322 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3323 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3324 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3325 }
2971} 3326}
2972 3327
2973 3328
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3329void
3330loot_object (object *op)
3331{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3332 object *tmp, *tmp2, *next;
2976 3333
2977 if (op->container) { /* close open sack first */ 3334 if (op->container)
3335 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3336 esrv_apply_container (op, op->container);
2979 } 3337 }
2980 3338
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3339 for (tmp = op->inv; tmp != NULL; tmp = next)
3340 {
2982 next=tmp->below; 3341 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3342 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3343 continue;
3344 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3345 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3346 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3347 { /* empty container to ground */
2988 } 3348 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3349 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3351 {
2991 if(tmp->nrof>1) { 3352 if (tmp->nrof > 1)
3353 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3355 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3356 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 }
3358 else
3359 tmp->destroy ();
3360 }
2995 } else 3361 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3362 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3363 }
3000} 3364}
3001 3365
3002/* 3366/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3367 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3368 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3369 * was changed.
3006 */ 3370 */
3007 3371
3372void
3008void fix_weight(void) { 3373fix_weight (void)
3374{
3009 player *pl; 3375 player *pl;
3376
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380
3012 if(old == sum) 3381 if (old == sum)
3013 continue; 3382 continue;
3014 fix_player(pl->ob); 3383 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3385 }
3018} 3386}
3019 3387
3388void
3020void fix_luck(void) { 3389fix_luck (void)
3390{
3021 player *pl; 3391 player *pl;
3392
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3393 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3394 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3395 change_luck (pl->ob, 0);
3025} 3396}
3026 3397
3027 3398
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3399/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3400 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3401 * just treat this as any other spell casting object.
3031 */ 3402 */
3032 3403
3033void 3404void
3034cast_dust (object * op, object * throw_ob, int dir) 3405cast_dust (object *op, object *throw_ob, int dir)
3035{ 3406{
3036 object *skop, *spob; 3407 object *skop, *spob;
3037 3408
3038 skop = find_skill_by_name (op, throw_ob->skill); 3409 skop = find_skill_by_name (op, throw_ob->skill);
3039 3410
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3411 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3412 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3413 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3414 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3415 return;
3046 } 3416 }
3047 3417
3048 spob = throw_ob->inv; 3418 spob = throw_ob->inv;
3049 3419
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3420 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3421 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3422 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3423 if (!spob)
3054 { 3424 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3425 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3426 return;
3058 } 3427 }
3059 3428
3060 if (op->type == PLAYER) 3429 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3430 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3431
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3432 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3433
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3434 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3435}
3069 3436
3437void
3070void make_visible (object *op) { 3438make_visible (object *op)
3439{
3071 op->hide = 0; 3440 op->hide = 0;
3072 op->invisible = 0; 3441 op->invisible = 0;
3073 if(op->type==PLAYER) { 3442 if (op->type == PLAYER)
3443 {
3074 op->contr->tmp_invis = 0; 3444 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3445 op->contr->invis_race = 0;
3076 } 3446 }
3077 update_object(op,UP_OBJ_FACE); 3447 update_object (op, UP_OBJ_FACE);
3078} 3448}
3079 3449
3450int
3080int is_true_undead(object *op) { 3451is_true_undead (object *op)
3452{
3081 object *tmp=NULL; 3453 object *tmp = NULL;
3082 3454
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1;
3084 3457
3085 if(op->type==PLAYER) 3458 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3089 return 0; 3463 return 0;
3090} 3464}
3091 3465
3092/* look at the surrounding terrain to determine 3466/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3467 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3468 * indicate greater hideability.
3095 */ 3469 */
3096 3470
3471int
3097int hideability(object *ob) { 3472hideability (object *ob)
3473{
3098 int i,level=0, mflag; 3474 int i, level = 0, mflag;
3099 sint16 x,y; 3475 sint16 x, y;
3100 3476
3101 if(!ob||!ob->map) return 0; 3477 if (!ob || !ob->map)
3478 return 0;
3102 3479
3103 /* so, on normal lighted maps, its hard to hide */ 3480 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3481 level = ob->map->darkness - 2;
3105 3482
3106 /* this also picks up whether the object is glowing. 3483 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3484 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3485 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3486 if (has_carried_lights (ob))
3487 level = -(10 + (2 * ob->map->darkness));
3110 3488
3111 /* scan through all nearby squares for terrain to hide in */ 3489 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3493 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue;
3496 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3498 level += 2;
3117 else /* open terrain! */ 3499 else /* open terrain! */
3118 level -= 1; 3500 level -= 1;
3119 } 3501 }
3120 3502
3121#if 0 3503#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3504 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3505#endif
3124 return level; 3506 return level;
3125} 3507}
3126 3508
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3509/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3510 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3511 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3512 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3513 */
3132 3514
3515void
3133void do_hidden_move (object *op) { 3516do_hidden_move (object *op)
3517{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3519 object *skop;
3136 3520
3137 if(!op || !op->map) return; 3521 if (!op || !op->map)
3522 return;
3138 3523
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3525
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3526 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3527 if (op->type == PLAYER && op->contr->run_on)
3528 {
3143 if(!skop || num >= skop->level) { 3529 if (!skop || num >= skop->level)
3530 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3532 make_visible (op);
3146 return; 3533 return;
3147 } else num += 20; 3534 }
3535 else
3536 num += 20;
3148 } 3537 }
3149 num += op->map->difficulty; 3538 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3539 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3540 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 {
3153 make_visible(op); 3543 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3544 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3546 }
3157 else if (op->type == PLAYER && skop) { 3547 else if (op->type == PLAYER && skop)
3548 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3550 }
3160} 3551}
3161 3552
3162/* determine if who is standing near a hostile creature. */ 3553/* determine if who is standing near a hostile creature. */
3163 3554
3555int
3164int stand_near_hostile( object *who ) { 3556stand_near_hostile (object *who)
3557{
3165 object *tmp=NULL; 3558 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3559 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3560 maptile *m;
3168 sint16 x,y; 3561 sint16 x, y;
3169 3562
3170 if(!who) return 0; 3563 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3564 return 0;
3565
3566 if (who->type == PLAYER)
3567 player = 1;
3568
3569 else
3570 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3571
3572 /* search adjacent squares */
3573 for (i = 1; i < 9; i++)
3574 {
3575 x = who->x + freearr_x[i];
3576 y = who->y + freearr_y[i];
3577 m = who->map;
3578 mflags = get_map_flags (m, &m, x, y, &x, &y);
3579 /* space must be blocked if there is a monster. If not
3580 * blocked, don't need to check this space.
3581 */
3582 if (mflags & P_OUT_OF_MAP)
3583 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue;
3586
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3588 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1;
3591 else if (tmp->type == PLAYER)
3592 {
3593 /*don't let a hidden DM prevent you from hiding */
3594 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3595 return 1;
3596 }
3597 }
3598 }
3599 return 0;
3200} 3600}
3201 3601
3202/* check the player los field for viewability of the 3602/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3603 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3604 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3611 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3612 * -b.t.
3213 * This function is now map tiling safe. 3613 * This function is now map tiling safe.
3214 */ 3614 */
3215 3615
3616int
3216int player_can_view (object *pl,object *op) { 3617player_can_view (object *pl, object *op)
3618{
3217 rv_vector rv; 3619 rv_vector rv;
3218 int dx,dy; 3620 int dx, dy;
3219 3621
3220 if(pl->type!=PLAYER) { 3622 if (pl->type != PLAYER)
3623 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3624 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3625 return -1;
3247 op = op->more;
3248 } 3626 }
3627 if (!pl || !op)
3249 return 0; 3628 return 0;
3629
3630 if (op->head)
3631 {
3632 op = op->head;
3633 }
3634 get_rangevector (pl, op, &rv, 0x1);
3635
3636 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any
3638 * part that is in the los array but isnt on
3639 * a blocked los square.
3640 * we use the archetype to figure out offsets.
3641 */
3642 while (op)
3643 {
3644 dx = rv.distance_x + op->arch->clone.x;
3645 dy = rv.distance_y + op->arch->clone.y;
3646
3647 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values.
3650 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654 return 1;
3655 op = op->more;
3656 }
3657 return 0;
3250} 3658}
3251 3659
3252/* routine for both players and monsters. We call this when 3660/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3661 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3662 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3663 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3664 * return 0.
3257 */ 3665 */
3666int
3258int action_makes_visible (object *op) { 3667action_makes_visible (object *op)
3668{
3259 3669
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3673 return 0;
3263 3674
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3675 if (op->contr && op->contr->tmp_invis == 0)
3676 return 0;
3265 3677
3266 /* If monsters, they should become visible */ 3678 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3679 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3680 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3682 return 1;
3270 } 3683 }
3271 } 3684 }
3272 return 0; 3685 return 0;
3273} 3686}
3274 3687
3275/* op_on_battleground - checks if the given object op (usually 3688/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3689 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3690 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3691 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3692 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3693 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3694 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3695 */
3696int
3283int op_on_battleground (object *op, int *x, int *y) { 3697op_on_battleground (object *op, int *x, int *y)
3698{
3284 object *tmp; 3699 object *tmp;
3285 3700
3286 /* A battleground-tile needs the following attributes to be valid: 3701 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3704 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3705 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3706 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3708 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3712 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3713 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3714 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3715 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716 {
3299 object *invtmp; 3717 object *invtmp;
3718
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3720 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3722 {
3723 if (x != NULL && y != NULL)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3725 return 1;
3726 }
3727 }
3728 }
3303 if (x != NULL && y != NULL) 3729 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3731 return 1;
3306 } 3732 }
3307 } 3733 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3734 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3735 /* If we got here, did not find a battleground */
3316 return 0; 3736 return 0;
3317} 3737}
3318 3738
3319/* 3739/*
3323 * attributes: 3743 * attributes:
3324 * object *who the dragon player 3744 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3745 * int atnr the attack-number of the ability focus
3326 * int level ability level 3746 * int level ability level
3327 */ 3747 */
3748void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3749dragon_ability_gain (object *who, int atnr, int level)
3750{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3751 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3752 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3753 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3754 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3755 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3756 int i = 0, j = 0;
3335 3757
3336 /* get the appropriate treasurelist */ 3758 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3759 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3760 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3761 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3762 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3763 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3764 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3765 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3766 trlist = find_treasurelist ("dragon_ability_poison");
3345 3767
3346 if (trlist == NULL || who->type != PLAYER) 3768 if (trlist == NULL || who->type != PLAYER)
3347 return; 3769 return;
3348 3770
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3772
3351
3352 if (tr == NULL || tr->item == NULL) { 3773 if (tr == NULL || tr->item == NULL)
3774 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3776 return;
3355 } 3777 }
3356 3778
3357 /* everything seems okay - now bring on the gift: */ 3779 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3780 item = &(tr->item->clone);
3359 3781
3360 if (item->type == SPELL) { 3782 if (item->type == SPELL)
3783 {
3361 if (check_spell_known (who, item->name)) 3784 if (check_spell_known (who, item->name))
3362 return; 3785 return;
3363 3786
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3787 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3788 do_learn_spell (who, item, 0);
3366 return; 3789 return;
3367 } 3790 }
3368 3791
3369 /* grant direct spell */ 3792 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3793 if (item->type == SPELLBOOK)
3794 {
3371 if (!item->inv) { 3795 if (!item->inv)
3796 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3797 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3798 return;
3375 } 3799 }
3376 if (check_spell_known (who, item->inv->name)) 3800 if (check_spell_known (who, item->inv->name))
3377 return; 3801 return;
3378 if (item->invisible) { 3802 if (item->invisible)
3803 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3804 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3805 do_learn_spell (who, item->inv, 0);
3381 return; 3806 return;
3382 } 3807 }
3383 } 3808 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3809 else if (item->type == SKILL_TOOL && item->invisible)
3810 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3811 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3812 {
3386 3813
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3814 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3815 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3816 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3817 * but not all of them, he gets nothing.
3391 */ 3818 */
3392 if (!(skop->attacktype & item->attacktype)) { 3819 if (!(skop->attacktype & item->attacktype))
3820 {
3393 /* Give new attacktype */ 3821 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3822 skop->attacktype |= item->attacktype;
3395 3823
3396 /* always add physical if there's none */ 3824 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3825 skop->attacktype |= AT_PHYSICAL;
3398 3826
3399 if (item->msg != NULL) 3827 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3828 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3829
3402 /* Give player new face */ 3830 /* Give player new face */
3403 if (item->animation_id) { 3831 if (item->animation_id)
3832 {
3404 who->face = skop->face; 3833 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3834 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3835 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3836 who->last_anim = 0;
3408 who->state = 0; 3837 who->state = 0;
3409 animate_object(who, who->direction); 3838 animate_object (who, who->direction);
3410 } 3839 }
3840 }
3841 }
3411 } 3842 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3843 else if (item->type == FORCE)
3844 {
3415 /* forces in the treasurelist can alter the player's stats */ 3845 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3846 object *skin;
3847
3417 /* first get the dragon skin force */ 3848 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3850 if (skin == NULL)
3420 if (skin == NULL) return; 3851 return;
3421 3852
3422 /* adding new spellpath attunements */ 3853 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3856 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3857
3426 /* print message */ 3858 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3859 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3860 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3861 {
3430 if (j) 3862 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3863 {
3432 else 3864 if (j)
3433 j = 1; 3865 strcat (buf, " and ");
3866 else
3867 j = 1;
3434 strcat(buf, spellpathnames[i]); 3868 strcat (buf, spellpathnames[i]);
3435 } 3869 }
3436 } 3870 }
3437 strcat(buf,"."); 3871 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3872 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3873 }
3440 3874
3441 /* evtl. adding flags: */ 3875 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3876 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3877 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3878 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3879 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3880 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3881 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3882
3449 /* print message if there is one */ 3883 /* print message if there is one */
3450 if (item->msg != NULL) 3884 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3885 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3886 }
3887 else
3452 } 3888 {
3453 else {
3454 /* generate misc. treasure */ 3889 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3890 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3891 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3892 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3893 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3894 esrv_send_item (who, tmp);
3460 } 3895 }
3461} 3896}
3462 3897
3463/** 3898/**
3464 * Unready an object for a player. This function does nothing if the object was 3899 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3900 * not readied.
3466 */ 3901 */
3902void
3467void player_unready_range_ob(player *pl, object *ob) { 3903player_unready_range_ob (player *pl, object *ob)
3904{
3468 rangetype i; 3905 rangetype i;
3469 3906
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3471 if (pl->ranges[i] == ob) { 3909 if (pl->ranges[i] == ob)
3910 {
3472 pl->ranges[i] = NULL; 3911 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3912 if (pl->shoottype == i)
3913 {
3474 pl->shoottype = range_none; 3914 pl->shoottype = range_none;
3475 } 3915 }
3476 } 3916 }
3477 } 3917 }
3478} 3918}

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