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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 1.35 by root, Thu Dec 14 00:01:35 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 */
341 //TODO socket copying is EVIL, do not do this
329 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
330 set_first_map(p->ob); 343 set_first_map (p->ob);
331 344
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
334 send_rules(p->ob); 347 send_rules (p->ob);
335 send_news(p->ob); 348 send_news (p->ob);
336 display_motd(p->ob); 349 display_motd (p->ob);
337 get_name(p->ob); 350 get_name (p->ob);
351
338 return 0; 352 return 0;
339} 353}
340 354
341/* 355/*
342 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
345 */ 359 */
360archetype *
346archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
347{ 362{
348 archetype *start = at; 363 archetype *start = at;
364
349 for (;;) { 365 for (;;)
366 {
350 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
351 at=first_archetype; 368 at = first_archetype;
352 else 369 else
353 at=at->next; 370 at = at->next;
354 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
355 return at; 372 return at;
356 if (at == start) { 373 if (at == start)
374 {
357 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 376 exit (-1);
359 } 377 }
360 } 378 }
361} 379}
362 380
363 381
382object *
364object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
365 object *op = NULL; 385 object *op = NULL;
366 player *pl = NULL; 386 player *pl = NULL;
367 objectlink *ol; 387 objectlink *ol;
368 unsigned lastdist; 388 unsigned lastdist;
369 rv_vector rv; 389 rv_vector rv;
370 390
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
392 {
372 /* We should not find free objects on this friendly list, but it 393 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
376 */ 397 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
378 object *tmp=ol->ob; 400 object *tmp = ol->ob;
379 401
380 /* Can't do much more other than log the fact, because the object 402 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 403 * itself will have been cleared.
382 */ 404 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 406 ol = ol->next;
385 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
386 if (!ol) return op; 408 if (!ol)
387 } 409 return op;
410 }
388 411
389 /* Remove special check for player from this. First, it looks to cause 412 /* 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 413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 414 * 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 415 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
395 */ 418 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 420 continue;
398 421
399 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
400 op=ol->ob; 424 op = ol->ob;
401 lastdist=rv.distance; 425 lastdist = rv.distance;
402 } 426 }
403 } 427 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
406 432
407 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
408 op=pl->ob; 434 {
409 lastdist=rv.distance; 435 op = pl->ob;
410 } 436 lastdist = rv.distance;
411 } 437 }
438 }
412 } 439 }
413#if 0 440#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 442#endif
416 return op; 443 return op;
417} 444}
418 445
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 446/* 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 447 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 485 * 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, 486 * 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 487 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 488 * is blocking itself.
462 */ 489 */
490int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
464 rv_vector rv; 493 rv_vector rv;
465 sint16 x,y; 494 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 495 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
468 497
469 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
470 499
471 if (rv.distance<mindiff) return 0; 500 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; 501 return 0;
724}
725 502
726void confirm_password(object *op) { 503 x = mon->x;
504 y = mon->y;
505 m = mon->map;
506 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
509 /* If we can't solve it within the search distance, return now. */
510 if (diff > max)
511 return 0;
512 while (diff > 1 && max > 0)
513 {
514 lastx = x;
515 lasty = y;
516 lastmap = m;
517 x = lastx + freearr_x[dir];
518 y = lasty + freearr_y[dir];
727 519
520 mflags = get_map_flags (m, &m, x, y, &x, &y);
521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
522
523 /* Space is blocked - try changing direction a little */
524 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
525 && (m == mon->map && blocked_link (mon, m, x, y))))
526 {
527 /* recalculate direction from last good location. Possible
528 * we were not traversing ideal location before.
529 */
530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
531 if (rv.direction != dir)
532 {
533 /* OK - says direction should be different - lets reset the
534 * the values so it will try again.
535 */
536 x = lastx;
537 y = lasty;
538 m = lastmap;
539 dir = firstdir = rv.direction;
540 }
541 else
542 {
543 /* direct path is blocked - try taking a side step to
544 * either the left or right.
545 * Note increase the values in the loop below to be
546 * more than -1/1 respectively will mean the monster takes
547 * bigger detour. Have to be careful about these values getting
548 * too big (3 or maybe 4 or higher) as the monster may just try
549 * stepping back and forth
550 */
551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 {
553 if (i == 0)
554 continue; /* already did this, so skip it */
555 /* Use lastdir here - otherwise,
556 * since the direction that the creature should move in
557 * may change, you could get infinite loops.
558 * ie, player is northwest, but monster can only
559 * move west, so it does that. It goes some distance,
560 * gets blocked, finds that it should move north,
561 * can't do that, but now finds it can move east, and
562 * gets back to its original point. lastdir contains
563 * the last direction the creature has successfully
564 * moved.
565 */
566
567 x = lastx + freearr_x[absdir (lastdir + i)];
568 y = lasty + freearr_y[absdir (lastdir + i)];
569 m = lastmap;
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 continue;
573 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
574 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575 continue;
576 if (mflags & P_BLOCKSVIEW)
577 continue;
578
579 if (m == mon->map && blocked_link (mon, m, x, y))
580 break;
581 }
582 /* go through entire loop without finding a valid
583 * sidestep to take - thus, no valid path.
584 */
585 if (i == (DETOUR_AMOUNT + 1))
586 return 0;
587 diff--;
588 lastdir = dir;
589 max--;
590 if (!firstdir)
591 firstdir = dir + i;
592 } /* else check alternate directions */
593 } /* if blocked */
594 else
595 {
596 /* we moved towards creature, so diff is less */
597 diff--;
598 max--;
599 lastdir = dir;
600 if (!firstdir)
601 firstdir = dir;
602 }
603 if (diff <= 1)
604 {
605 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance.
607 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
610 }
611 if (diff > max)
612 return 0;
613 }
614 /* If we reached the max, didn't find a direction in time */
615 if (!max)
616 return 0;
617
618 return firstdir;
619}
620
621void
622give_initial_items (object *pl, treasurelist * items)
623{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628
629 for (op = pl->inv; op; op = next)
630 {
631 next = op->below;
632
633 /* Forces get applied per default, unless they have the
634 * flag "neutral" set. Sorry but I can't think of a better way
635 */
636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
637 SET_FLAG (op, FLAG_APPLIED);
638
639 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions
641 */
642 if (pl->type == PLAYER)
643 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
645 (op->type == ARMOUR || op->type == BOOTS ||
646 op->type == CLOAK || op->type == HELMET ||
647 op->type == SHIELD || op->type == GLOVES ||
648 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
649 {
650 op->destroy ();
651 continue;
652 }
653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
662 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 op->destroy ();
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
680 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684
685 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be
687 * merged properly.
688 */
689 if (need_identify (op))
690 {
691 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
696 {
697 op->destroy ();
698 continue;
699 }
700 else if (op->type == SKILL)
701 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0;
704 op->level = 1;
705 }
706 /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */
710
711 /* Need to set up the skill pointers */
712 link_player_skills (pl);
713}
714
715void
716get_name (object *op)
717{
728 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 810}
743 811
744 812
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 827 {
828 if (i != j)
829 k += a[i];
830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 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+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
797 } else { 872 }
798 i++; 873 else
799 } 874 {
875 i++;
876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 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)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 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,"); 929 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"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 931 return;
850 } 932 }
851 933
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 935
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 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));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 971 * 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 972 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 994 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 } 995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
920 1007
921#if 0 1008#if 0
922 /* So that enter_exit will put us at startx/starty */ 1009 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 1010 op->x = -1;
924 1011
925 enter_exit(op,NULL); 1012 enter_exit (op, NULL);
926#endif 1013#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1014 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1015 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1016 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"); 1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1019 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1020 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1022 return 0;
935 } 1023 }
936 case 'y': 1024 case 'y':
937 case 'Y': 1025 case 'Y':
938 roll_stats(op); 1026 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1028 return 1;
941 1029
942 case 'q': 1030 case 'q':
943 case 'Q': 1031 case 'Q':
944 play_again(op); 1032 play_again (op);
945 return 1; 1033 return 1;
946 1034
947 default: 1035 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 op->remove ();
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1067
977 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
979 1070
980 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
981 1072
982 if (op->msg) { 1073 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1074 op->msg = NULL;
985 }
986 1075
987 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
988 * to save here. 1077 * to save here.
989 */ 1078 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1080 make_path_to_file (buf);
992 1081
993#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
995#endif 1084#endif
996 start_info(op); 1085 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1088 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1001 fix_player(op); 1090 fix_player (op);
1002 1091
1003 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1004 * is one for this race 1093 * is one for this race
1005 */ 1094 */
1006 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1007 object *tmp; 1097 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1011 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1101 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1018 * default initial map */ 1107 * default initial map */
1019 free_object(tmp); 1108 tmp->destroy ();
1109 }
1020 } else { 1110 else
1111 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1113 }
1023 return 0; 1114 return 0;
1024 } 1115 }
1025 1116
1026 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1028 */ 1119 */
1029 1120
1030 tmp_loop = 0; 1121 tmp_loop = 0;
1031 while(!tmp_loop) { 1122 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1033 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1034 remove_statbonus(op); 1127 remove_statbonus (op);
1035 remove_ob (op); 1128 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1130 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1131 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1133 op->name = op->name_pl = name;
1041 op->name = name; 1134 op->x = x;
1042 free_string(op->name_pl); 1135 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 */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1139 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1141 }
1142
1055 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1145 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1061 if (op->msg) 1150 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 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; 1154 return 0;
1065} 1155}
1066 1156
1157int
1067int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1068{ 1159{
1069 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1070 1161
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1072 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1166 return 1;
1075 } 1167 }
1076 1168
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1079 1171
1080 terminate_all_pets(op); 1172 terminate_all_pets (op);
1081 leave_map(op); 1173 leave_map (op);
1082 op->direction=0; 1174 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1176
1086 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1178 check_score (op);
1088 op->contr->party=NULL; 1179 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1091 1182
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1184 {
1185 maptile *mp, *next;
1094 1186
1095 /* We need to hunt for any per player unique maps in memory and 1187 /* 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, 1188 * 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 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1190 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1101 next = mp->next; 1194 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1196 delete_map (mp);
1104 } 1197 }
1105 1198
1106 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1107 } 1200 }
1201
1108 play_again(op); 1202 play_again (op);
1109 return 1; 1203 return 1;
1110} 1204}
1111 1205
1206void
1112void flee_player(object *op) { 1207flee_player (object *op)
1208{
1113 int dir,diff; 1209 int dir, diff;
1114 rv_vector rv; 1210 rv_vector rv;
1115 1211
1116 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1216 return;
1120 } 1217 }
1121 1218
1122 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1223 return;
1126 } 1224 }
1127 1225
1128 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1131 */ 1229 */
1132 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1233 op->enemy = NULL;
1135 return; 1234 return;
1136 } 1235 }
1137 1236
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1139 op->enemy=NULL; 1239 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1241 return;
1142 } 1242 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1144 1244
1145 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1246 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 } 1247 {
1248 int m = 1 - (RANDOM () & 2);
1249
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return;
1253 }
1254 }
1153 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1257 op->enemy = NULL;
1156} 1258}
1157 1259
1158 1260
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* 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 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1263 * stop.
1162 */ 1264 */
1265int
1163int check_pick(object *op) { 1266check_pick (object *op)
1267{
1164 object *tmp, *next; 1268 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1269 int stop = 0;
1167 int j, k, wvratio; 1270 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1271 char putstring[128], tmpstr[16];
1169 1272
1170
1171 /* if you're flying, you cna't pick up anything */ 1273 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1274 if (op->move_type & MOVE_FLYING)
1173 return 1; 1275 return 1;
1174 1276
1175 op_tag = op->count;
1176
1177 next = op->below; 1277 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1278
1181 /* loop while there are items on the floor that are not marked as 1279 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1280 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1281 while (next && !next->destroyed ())
1184 { 1282 {
1185 tmp = next; 1283 tmp = next;
1186 next = tmp->below; 1284 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1285
1190 if (was_destroyed (op, op_tag)) 1286 if (op->destroyed ())
1191 return 0; 1287 return 0;
1192 1288
1193 if ( ! can_pick (op, tmp)) 1289 if (!can_pick (op, tmp))
1194 continue; 1290 continue;
1195 1291
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1293 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1294 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1295 pick_up (op, tmp);
1200 continue; 1296 continue;
1201 } 1297 }
1202 1298
1203 /* high not bit set? We're using the old autopickup model */ 1299 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1300 if (!(op->contr->mode & PU_NEWMODE))
1301 {
1205 switch (op->contr->mode) { 1302 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1303 {
1207 case 1: pick_up (op, tmp); 1304 case 0:
1208 return 1; 1305 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1306 case 1:
1210 return 0; 1307 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1308 return 1;
1212 case 4: pick_up (op, tmp); 1309 case 2:
1213 break; 1310 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1311 return 0;
1215 stop = 1; 1312 case 3:
1216 break; 1313 return 0; /* stop before pickup */
1217 case 6: 1314 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1315 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1316 break;
1220 pick_up(op, tmp); 1317 case 5:
1221 break; 1318 pick_up (op, tmp);
1319 stop = 1;
1320 break;
1321 case 6:
1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1323 pick_up (op, tmp);
1324 break;
1222 1325
1223 case 7: 1326 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1327 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1328 pick_up (op, tmp);
1226 break; 1329 break;
1227 1330
1228 default: 1331 default:
1229 /* use value density */ 1332 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1335 pick_up (op, tmp);
1233 >= op->contr->mode) 1336 }
1234 pick_up(op,tmp); 1337 }
1235 } 1338 else
1236 } 1339 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1340 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1341 if (op->contr->mode & PU_DEBUG)
1240 { 1342 {
1241 /* some debugging code to figure out item information */ 1343 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1344 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1346 &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)))); 1347 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1349 &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); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1351
1252 sprintf(putstring,"...flags: "); 1352 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1254 { 1354 {
1255 for(j=0;j<32;j++) 1355 for (j = 0; j < 32; j++)
1256 { 1356 {
1257 if((tmp->flags[k]>>j)&0x01) 1357 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1358 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1359 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1360 strcat (putstring, tmpstr);
1261 } 1361 }
1262 } 1362 }
1263 } 1363 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1365
1266#if 0 1366#if 0
1267 /* print the flags too */ 1367 /* print the flags too */
1268 for(k=0;k<4;k++) 1368 for (k = 0; k < 4; k++)
1269 { 1369 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1371 for (j = 0; j < 32; j++)
1272 { 1372 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1374 if (!((j + 1) % 4))
1275 } 1375 fprintf (stderr, " ");
1376 }
1276 fprintf(stderr," [%d]\n", k*32); 1377 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1378 }
1278#endif 1379#endif
1279 } 1380 }
1280 /* philosophy: 1381 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1382 * 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 1383 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1384 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1385 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1386 * example.
1286 * The drawback: right now it has no frontend, so you need to 1387 * 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 1388 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1389 * convert to decimal and then 'pickup <#>
1289 */ 1390 */
1290 1391
1291 /* the first two modes are exclusive: if NOTHING we return, if 1392 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1393 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1394 * meaning if any test passes, the item gets picked up. */
1294 1395
1295 /* if mode is set to pick nothing up, return */ 1396 /* if mode is set to pick nothing up, return */
1296 1397
1297 if(op->contr->mode & PU_NOTHING) return 1; 1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1298 1400
1299 /* if mode is set to stop when encountering objects, return */ 1401 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1402 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1403 * anything up */
1302 1404
1303 if(op->contr->mode & PU_STOP) return 0; 1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1304 1407
1305 /* useful for going into stores and not losing your settings... */ 1408 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1409 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1410 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1309 1413
1310 /* prevent us from turning into auto-thieves :) */ 1414 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue;
1312 1417
1313 /* ignore known cursed objects */ 1418 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1419 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420 continue;
1315 1421
1316 /* all food and drink if desired */ 1422 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1423 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1424 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1425 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1321 if(op->contr->mode & PU_DRINK) 1431 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1432 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; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1324 1437
1325 if(op->contr->mode & PU_POTION) 1438 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1439 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1328 1444
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1445 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1446 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1447 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1333 if(op->contr->mode & PU_SKILLSCROLL) 1453 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1454 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1336 if(op->contr->mode & PU_READABLES) 1460 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1461 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1462 {
1463 pick_up (op, tmp);
1464 continue;
1465 }
1339 1466
1340 /* wands/staves/rods/horns */ 1467 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1468 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1469 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1470 {
1471 pick_up (op, tmp);
1472 continue;
1473 }
1344 1474
1345 /* pick up all magical items */ 1475 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1476 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1477 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; } 1478 {
1479 pick_up (op, tmp);
1480 continue;
1481 }
1349 1482
1350 if(op->contr->mode & PU_VALUABLES) 1483 if (op->contr->mode & PU_VALUABLES)
1351 { 1484 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1485 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1486 {
1354 } 1487 pick_up (op, tmp);
1488 continue;
1489 }
1490 }
1355 1491
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1492 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1493 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1494 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1360 1499
1500 /* we don't forget dragon food */
1501 if (op->contr->mode & PU_FLESH)
1502 if (tmp->type == FLESH)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1361 /* bows and arrows. Bows are good for selling! */ 1508 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1509 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1510 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1365 if(op->contr->mode & PU_ARROW) 1516 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1517 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1368 1522
1369 /* all kinds of armor etc. */ 1523 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1524 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1525 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1373 if(op->contr->mode & PU_HELMET) 1531 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1532 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1376 if(op->contr->mode & PU_SHIELD) 1538 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1539 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1379 if(op->contr->mode & PU_BOOTS) 1545 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1546 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1382 if(op->contr->mode & PU_GLOVES) 1552 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1553 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1385 if(op->contr->mode & PU_CLOAK) 1559 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1560 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1561 {
1562 pick_up (op, tmp);
1563 continue;
1564 }
1388 1565
1389 /* hoping to catch throwing daggers here */ 1566 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1567 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1568 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1569 {
1570 pick_up (op, tmp);
1571 continue;
1572 }
1393 1573
1394 /* careful: chairs and tables are weapons! */ 1574 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1575 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1576 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1577 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1578 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1579 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1581 {
1402 } 1582 pick_up (op, tmp);
1583 continue;
1584 }
1585 }
1586
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1587 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1588 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1589 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1590 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1591 pick_up (op, tmp);
1408 } 1592 continue;
1409 } 1593 }
1594 }
1595 }
1410 1596
1411 /* misc stuff that's useful */ 1597 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1598 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1599 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1600 {
1601 pick_up (op, tmp);
1602 continue;
1603 }
1415 1604
1416 /* any of the last 4 bits set means we use the ratio for value 1605 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1606 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1607 if (op->contr->mode & PU_RATIO)
1419 { 1608 {
1420 /* use value density to decide what else to grab */ 1609 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1610 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1611 /* >=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 */ 1612 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1613 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1614 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1615 {
1427 pick_up(op, tmp); 1616 pick_up (op, tmp);
1428#if 0 1617#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1618 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1619 if (tmp->name != NULL)
1620 {
1431 fprintf(stderr,"%s", tmp->name); 1621 fprintf (stderr, "%s", tmp->name);
1432 } 1622 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1623 else
1624 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1625 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1626 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1627#endif
1437 continue; 1628 continue;
1438 } 1629 }
1630 }
1631 } /* the new pickup model */
1439 } 1632 }
1440 } /* the new pickup model */ 1633
1441 }
1442 return ! stop; 1634 return !stop;
1443} 1635}
1444 1636
1445/* 1637/*
1446 * Find an arrow in the inventory and after that 1638 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1639 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1640 * found object is returned.
1449 */ 1641 */
1642object *
1450object *find_arrow(object *op, const char *type) 1643find_arrow (object *op, const char *type)
1451{ 1644{
1452 object *tmp = NULL; 1645 object *tmp = NULL;
1453 1646
1454 for(op=op->inv; op; op=op->below) 1647 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1648 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); 1649 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1650 else if (op->type == ARROW && op->race == type)
1459 return op; 1651 return op;
1460 return tmp; 1652 return tmp;
1461} 1653}
1462 1654
1463/* 1655/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1656 * 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 1657 * 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 1658 * 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. 1659 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1660 */
1469 1661
1662object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1663find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1664{
1472 object *tmp = NULL, *arrow, *ntmp; 1665 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1666 int attacknum, attacktype, betterby = 0, i;
1474 1667
1475 if (!type) 1668 if (!type)
1476 return NULL; 1669 return NULL;
1477 1670
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1671 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1672 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1673 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1674 {
1675 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1676 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1677 if (i > betterby)
1484 tmp = ntmp; 1678 {
1485 betterby = i; 1679 tmp = ntmp;
1486 } 1680 betterby = i;
1681 }
1682 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1683 else if (arrow->type == ARROW && arrow->race == type)
1684 {
1488 /* allways prefer assasination/slaying */ 1685 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1686 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1687 {
1491 if (arrow->attacktype & AT_DEATH) { 1688 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1689 {
1493 return arrow; 1690 *better = 100;
1494 } else { 1691 return arrow;
1495 tmp = arrow; 1692 }
1693 else
1694 {
1695 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1696 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1697 }
1498 } else { 1698 }
1699 else
1700 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 {
1500 attacktype = 1<<attacknum; 1703 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1704 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) { 1705 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1706 {
1707 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1708 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1709 }
1506 } 1710 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1712 {
1713 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1714 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1715 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1716 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1717 {
1718 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1719 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1720 }
1721 }
1722 }
1515 } 1723 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1724 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1725 return find_arrow (op, type);
1520 1726
1521 *better = betterby; 1727 *better = betterby;
1522 return tmp; 1728 return tmp;
1523} 1729}
1524 1730
1525/* looks in a given direction, finds the first valid target, and calls 1731/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1732 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1733 * op = the shooter
1528 * type = bow->race 1734 * type = bow->race
1529 * dir = fire direction 1735 * dir = fire direction
1530 */ 1736 */
1531 1737
1738object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1739pick_arrow_target (object *op, const char *type, int dir)
1533{ 1740{
1534 object *tmp = NULL; 1741 object *tmp = NULL;
1535 mapstruct *m; 1742 maptile *m;
1536 int i, mflags, found, number; 1743 int i, mflags, found, number;
1537 sint16 x, y; 1744 sint16 x, y;
1538 1745
1539 if (op->map == NULL) 1746 if (op->map == NULL)
1540 return find_arrow(op, type); 1747 return find_arrow (op, type);
1541 1748
1542 /* do a dex check */ 1749 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1750 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))) 1751 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1752 return find_arrow (op, type);
1546 1753
1547 m = op->map; 1754 m = op->map;
1548 x = op->x; 1755 x = op->x;
1549 y = op->y; 1756 y = op->y;
1550 1757
1551 /* find the first target */ 1758 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1759 for (i = 0, found = 0; i < 20; i++)
1760 {
1553 x += freearr_x[dir]; 1761 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1762 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1763 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1764 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1765 {
1557 tmp = NULL; 1766 tmp = NULL;
1558 break; 1767 break;
1768 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1769 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1770 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1771 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1772 * perhaps a bad assumption.
1562 */ 1773 */
1563 tmp = NULL; 1774 tmp = NULL;
1564 break; 1775 break;
1565 } 1776 }
1566 if (mflags & P_IS_ALIVE) { 1777 if (mflags & P_IS_ALIVE)
1778 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1779 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1780 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1781 {
1570 break; 1782 found++;
1571 } 1783 break;
1784 }
1572 if (found) 1785 if (found)
1573 break; 1786 break;
1574 } 1787 }
1575 } 1788 }
1576 if (tmp == NULL) 1789 if (tmp == NULL)
1577 return find_arrow(op, type); 1790 return find_arrow (op, type);
1578 1791
1579 if (tmp->head) 1792 if (tmp->head)
1580 tmp = tmp->head; 1793 tmp = tmp->head;
1581 1794
1582 return find_better_arrow(op, tmp, type, &i); 1795 return find_better_arrow (op, tmp, type, &i);
1583} 1796}
1584 1797
1585/* 1798/*
1586 * Creature fires a bow - op can be monster or player. Returns 1799 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1800 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1803 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1804 * 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 1805 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1806 * player fire modes.
1594 */ 1807 */
1808int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1809fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1810{
1598 object *left, *bow; 1811 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1812 int bowspeed, mflags;
1601 mapstruct *m; 1813 maptile *m;
1602 1814
1603 if (!dir) { 1815 if (!dir)
1816 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1818 return 0;
1606 } 1819 }
1607 if (op->type == PLAYER) 1820 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1821 bow = op->contr->ranges[range_bow];
1609 else { 1822 else
1823 {
1610 for(bow=op->inv; bow; bow=bow->below) 1824 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1825 /* 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. 1826 * don't need to switch back and forth between bows and weapons.
1613 */ 1827 */
1614 if(bow->type==BOW) 1828 if (bow->type == BOW)
1615 break; 1829 break;
1616 1830
1617 if (!bow) { 1831 if (!bow)
1832 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1834 return 0;
1620 } 1835 }
1621 } 1836 }
1622 if( !bow->race || !bow->skill) { 1837 if (!bow->race || !bow->skill)
1838 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1839 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1840 return 0;
1625 } 1841 }
1626 1842
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1844
1629 /* penalize ROF for bestarrow */ 1845 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1848 if (bowspeed < 1)
1633 bowspeed = 1; 1849 bowspeed = 1;
1634 1850
1635 if (arrow == NULL) { 1851 if (arrow == NULL)
1852 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1853 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 {
1637 if (op->type == PLAYER) 1855 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1856 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 */ 1857 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1858 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1859 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1860 return 0;
1644 } 1861 }
1645 } 1862 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1864 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1865 {
1866 return 0;
1867 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1871 return 0;
1653 } 1872 }
1654 1873
1655 /* this should not happen, but sometimes does */ 1874 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1875 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1876 {
1877 arrow->destroy ();
1878 return 0;
1879 }
1661 1880
1662 left = arrow; /* these are arrows left to the player */ 1881 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1882 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1883 if (arrow == NULL)
1884 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1885 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1886 return 0;
1668 return 0;
1669 } 1887 }
1670 set_owner(arrow, op); 1888 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1889 arrow->skill = bow->skill;
1673 1890
1674 arrow->direction=dir; 1891 arrow->direction = dir;
1675 arrow->x = sx; 1892 arrow->x = sx;
1676 arrow->y = sy; 1893 arrow->y = sy;
1677 1894
1678 if (op->type == PLAYER) { 1895 if (op->type == PLAYER)
1896 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1898 fix_player (op);
1681 } 1899 }
1682 1900
1683 SET_ANIMATION(arrow, arrow->direction); 1901 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1903 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1904 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1905 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1906 arrow->spellarg = strdup_local (arrow->slaying);
1689 1907
1690 /* Note that this was different for monsters - they got their level 1908 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1909 * added to the damage. I think the strength bonus is more proper.
1692 */ 1910 */
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 1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1698 /* update the speed */ 1914 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1916 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 1917
1704 if (arrow->speed < 1.0) 1918 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1919 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1920 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1921 arrow->speed_left = 0;
1708 1922
1709 if (op->type == PLAYER) { 1923 if (op->type == PLAYER)
1924 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1927 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 1928
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1929 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1930 }
1931 else
1932 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1933 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; 1934 arrow->level = op->level;
1721 } 1935 }
1936
1722 if (arrow->attacktype == AT_PHYSICAL) 1937 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1938 arrow->attacktype |= bow->attacktype;
1939
1724 if (bow->slaying != NULL) 1940 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1941 arrow->slaying = bow->slaying;
1726 1942
1727 arrow->map = m; 1943 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1944 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1946
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1947 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); 1948 insert_ob_in_map (arrow, m, op, 0);
1734 1949
1735 if (!was_destroyed(arrow, tag)) 1950 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1951 move_arrow (arrow);
1737 1952
1738 if (op->type == PLAYER) { 1953 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1954 {
1955 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1956 esrv_del_item (op->contr, left->count);
1741 else 1957 else
1742 esrv_send_item(op, left); 1958 esrv_send_item (op, left);
1743 } 1959 }
1960
1744 return 1; 1961 return 1;
1745} 1962}
1746 1963
1747/* Special fire code for players - this takes into 1964/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1965 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1966 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1967 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1968 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1969 * hence the function name.
1753 */ 1970 */
1971int
1754int player_fire_bow(object *op, int dir) 1972player_fire_bow (object *op, int dir)
1755{ 1973{
1756 int ret=0, wcmod=0; 1974 int ret = 0, wcmod = 0;
1757 1975
1758 if (op->contr->bowtype == bow_bestarrow) { 1976 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1977 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1978 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); 1979 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1980 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1981 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1983 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1984 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1985 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1986 else if (op->contr->bowtype == bow_threewide)
1987 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1990 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1991 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1992 else if (op->contr->bowtype == bow_spreadshot)
1993 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1994 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); 1995 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); 1996 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1997
1776 } else { 1998 }
1999 else
2000 {
1777 /* Simple case */ 2001 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2002 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2003 }
1780 return ret; 2004 return ret;
1781} 2005}
1782 2006
1783 2007
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2008/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2009 * Broken apart from 'fire' to keep it more readable.
1786 */ 2010 */
2011void
1787void fire_misc_object(object *op, int dir) 2012fire_misc_object (object *op, int dir)
1788{ 2013{
1789 object *item; 2014 object *item;
1790 2015
1791 if (!op->contr->ranges[range_misc]) { 2016 if (!op->contr->ranges[range_misc])
2017 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2019 return;
1794 } 2020 }
1795 2021
1796 item = op->contr->ranges[range_misc]; 2022 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2023 if (!item->inv)
2024 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2025 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2026 return;
1800 } 2027 }
1801 if (item->type == WAND) { 2028 if (item->type == WAND)
2029 {
1802 if(item->stats.food<=0) { 2030 if (item->stats.food <= 0)
2031 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 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)); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2034 return;
1806 } 2035 }
2036 }
1807 } else if (item->type == ROD || item->type==HORN) { 2037 else if (item->type == ROD || item->type == HORN)
2038 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2039 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2040 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2042 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2043 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)); 2044 else
1813 else 2045 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; 2046 return;
1817 } 2047 }
1818 } 2048 }
1819 2049
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2050 if (cast_spell (op, item, dir, item->inv, NULL))
2051 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2052 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2053 if (item->type == WAND)
2054 {
1823 if (!(--item->stats.food)) { 2055 if (!(--item->stats.food))
1824 object *tmp; 2056 {
1825 if (item->arch) { 2057 object *tmp;
2058
2059 if (item->arch)
2060 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2061 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2062 item->face = item->arch->clone.face;
1828 item->speed = 0; 2063 item->speed = 0;
1829 update_ob_speed(item); 2064 update_ob_speed (item);
1830 } 2065 }
1831 if ((tmp=is_player_inv(item))) 2066 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2067 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2068 }
1834 } 2069 }
1835 else if (item->type == ROD || item->type==HORN) { 2070 else if (item->type == ROD || item->type == HORN)
2071 {
1836 drain_rod_charge(item); 2072 drain_rod_charge (item);
1837 } 2073 }
1838 } 2074 }
1839} 2075}
1840 2076
1841/* Received a fire command for the player - go and do it. 2077/* Received a fire command for the player - go and do it.
1842 */ 2078 */
2079void
1843void fire(object *op,int dir) { 2080fire (object *op, int dir)
2081{
1844 int spellcost=0; 2082 int spellcost = 0;
1845 2083
1846 /* check for loss of invisiblity/hide */ 2084 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2085 if (action_makes_visible (op))
2086 make_visible (op);
1848 2087
1849 switch(op->contr->shoottype) { 2088 switch (op->contr->shoottype)
2089 {
1850 case range_none: 2090 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; 2091 return;
1887 default: 2092
2093 case range_bow:
2094 player_fire_bow (op, dir);
2095 return;
2096
2097 case range_magic: /* Casting spells */
2098 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2099 return;
2100
2101 case range_misc:
2102 fire_misc_object (op, dir);
2103 return;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2129 return;
1890 } 2130 }
1891} 2131}
1892 2132
1893 2133
1894 2134
1901 * inv is the objects inventory to searched 2141 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2142 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2143 * This function can be called recursively to search containers.
1904 */ 2144 */
1905 2145
2146object *
1906object * find_key(object *pl, object *container, object *door) 2147find_key (object *pl, object *container, object *door)
1907{ 2148{
1908 object *tmp,*key; 2149 object *tmp, *key;
1909 2150
1910 /* Should not happen, but sanity checking is never bad */ 2151 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2152 if (container->inv == NULL)
2153 return NULL;
1912 2154
1913 /* First, lets try to find a key in the top level inventory */ 2155 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2157 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2158 if (door->type == DOOR && tmp->type == KEY)
2159 break;
1916 /* For sanity, we should really check door type, but other stuff 2160 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2161 * (like containers) can be locked with special keys
1918 */ 2162 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2164 break;
1921 } 2165 }
1922 /* No key found - lets search inventories now */ 2166 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2167 /* 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 2168 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2169 * a key, return
1926 */ 2170 */
1927 if (!tmp) { 2171 if (!tmp)
2172 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2174 {
1929 /* No reason to search empty containers */ 2175 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2176 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2177 {
2178 if ((key = find_key (pl, tmp, door)) != NULL)
2179 return key;
2180 }
2181 }
2182 if (!tmp)
2183 return NULL;
1932 } 2184 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2185 /* 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 2186 * see if we actually want to use it
1938 */ 2187 */
1939 if (pl!=container) { 2188 if (pl != container)
2189 {
1940 /* Only let players use keys in containers */ 2190 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2191 if (!pl->contr)
2192 return NULL;
1942 /* cases where this fails: 2193 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2194 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2195 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2196 * If the container is not active, return now since only active
1946 * containers can be used. 2197 * containers can be used.
1947 * If we only search keyrings and the container does not have 2198 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2199 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2200 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2201 * inv must have been an container and must have been active.
1951 * 2202 *
1952 * Change the color so that the message doesn't disappear with 2203 * Change the color so that the message doesn't disappear with
1953 * all the others. 2204 * all the others.
1954 */ 2205 */
1955 if (pl->contr->usekeys == key_inventory || 2206 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2207 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2208 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2209 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2211 "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; 2212 return NULL;
1964 } 2213 }
1965 } 2214 }
1966 return tmp; 2215 return tmp;
1967} 2216}
1968 2217
1969/* moved door processing out of move_player_attack. 2218/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2219 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2220 * such that the caller should not do anything more,
1972 * 0 otherwise 2221 * 0 otherwise
1973 */ 2222 */
2223static int
1974static int player_attack_door(object *op, object *door) 2224player_attack_door (object *op, object *door)
1975{ 2225{
1976 2226
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2227 /* 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 - 2228 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2229 * otherwise, we fall through to the rest of the code.
1980 */ 2230 */
1981 object *key=find_key(op, op, door); 2231 object *key = find_key (op, op, door);
1982 2232
1983 /* IF we found a key, do some extra work */ 2233 /* IF we found a key, do some extra work */
1984 if (key) { 2234 if (key)
2235 {
1985 object *container=key->env; 2236 object *container = key->env;
1986 2237
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2238 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2239 if (action_makes_visible (op))
2240 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2243 if (door->type == DOOR)
2244 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2245 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2246 }
1993 else if(door->type==LOCKED_DOOR) { 2247 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2248 {
1995 "You open the door with the %s", query_short_name(key)); 2249 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 ;-) */ 2250 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2251 }
1998 /* Do this after we print the message */ 2252 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2253 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2254 /* Need to update the weight the container the key was in */
2001 if (container != op) 2255 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2256 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2257 return 1; /* Nothing more to do below */
2258 }
2004 } else if (door->type==LOCKED_DOOR) { 2259 else if (door->type == LOCKED_DOOR)
2260 {
2005 /* Might as well return now - no other way to open this */ 2261 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2263 return 1;
2008 } 2264 }
2009 return 0; 2265 return 0;
2010} 2266}
2011 2267
2012/* This function is just part of a breakup from move_player. 2268/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2269 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2270 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2271 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2272 * going to try and move (not fire weapons).
2017 */ 2273 */
2018 2274
2275void
2019void move_player_attack(object *op, int dir) 2276move_player_attack (object *op, int dir)
2020{ 2277{
2021 object *tmp, *mon; 2278 object *tmp, *mon;
2022 sint16 nx, ny; 2279 sint16 nx, ny;
2023 int on_battleground; 2280 int on_battleground;
2024 mapstruct *m; 2281 maptile *m;
2025 2282
2026 nx=freearr_x[dir]+op->x; 2283 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2284 ny = freearr_y[dir] + op->y;
2028 2285
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2286 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2287
2031 /* If braced, or can't move to the square, and it is not out of the 2288 /* 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 2289 * 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 2290 * 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 2291 * 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 2292 * 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 2293 * 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 2294 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2295 * move_ob uses.
2039 */ 2296 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2297 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2298 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2299 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2301 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2302 if (!m)
2044 } 2303 return; /* Don't think this should happen */
2045 else m =op->map; 2304 }
2046 2305 else
2306 m = op->map;
2307
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2311 return;
2050 } 2312 }
2051 2313
2052 mon = NULL; 2314 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2315 /* 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. 2316 * 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 2317 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2318 * on the space
2057 */ 2319 */
2058 while (tmp!=NULL) { 2320 while (tmp != NULL)
2321 {
2059 if (tmp == op) { 2322 if (tmp == op)
2060 tmp=tmp->above; 2323 {
2061 continue; 2324 tmp = tmp->above;
2062 } 2325 continue;
2326 }
2327
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2329 {
2065 break; 2330 mon = tmp;
2066 } 2331 break;
2332 }
2333
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2335 mon = tmp;
2336
2069 tmp=tmp->above; 2337 tmp = tmp->above;
2070 } 2338 }
2071 2339
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2340 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2341 return; /* into a wall */
2074 2342
2075 if(mon->head != NULL) 2343 if (mon->head != NULL)
2076 mon = mon->head; 2344 mon = mon->head;
2077 2345
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2347 if (player_attack_door (op, mon))
2348 return;
2080 2349
2081 /* The following deals with possibly attacking peaceful 2350 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2351 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2352 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2353 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2354 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2355 * and thus will not push them.
2087 */ 2356 */
2088 2357
2089 /* If the creature is a pet, push it even if the player is not 2358 /* 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 2359 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2360 * player owns it and it is either friendly or unagressive.
2092 */ 2361 */
2093 if ((op->type==PLAYER) 2362 if ((op->type == PLAYER)
2094#if COZY_SERVER 2363#if COZY_SERVER
2095 && 2364 &&
2096 ( 2365 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2367#else
2102 && get_owner(mon)==op 2368 && mon->owner == op
2103#endif 2369#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2371 {
2106 /* If we're braced, we don't want to switch places with it */ 2372 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2373 if (op->contr->braced)
2374 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2376 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2377 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op);
2111 return; 2379 return;
2112 } 2380 }
2113 2381
2114 /* in certain circumstances, you shouldn't attack friendly 2382 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2383 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2384 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2385 * attack them either.
2118 */ 2386 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2387 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2388 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2389#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2390 (op->contr->peaceful
2391 || (mon->type == PLAYER
2392 && mon->contr->
2393 peaceful)) &&
2124#else 2394#else
2125 op->contr->peaceful && 2395 op->contr->peaceful &&
2126#endif 2396#endif
2127 !on_battleground 2397 !on_battleground))
2398 {
2399 if (!op->contr->braced)
2128 )) { 2400 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2402 (void) push_ob (mon, dir, op);
2132 } else { 2403 }
2404 else
2405 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2406 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2407 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2408 if (op->contr->tmp_invis || op->hide)
2136 } 2409 make_visible (op);
2410 }
2137 2411
2138 /* If the object is a boulder or other rollable object, then 2412 /* 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. 2413 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2414 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2415 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2416 {
2142 recursive_roll(mon,dir,op); 2417 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2418 if (action_makes_visible (op))
2144 } 2419 make_visible (op);
2420 }
2145 2421
2146 /* Any generic living creature. Including things like doors. 2422 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2423 * 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: 2424 * 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 2425 * 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. 2426 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2427 */
2152 2428
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2431 {
2156 2432
2157 /* If the player hasn't hit something this tick, and does 2433 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2434 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2435 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2436 * incurred a 1 tick offset.
2161 */ 2437 */
2162 if (!op->contr->has_hit) { 2438 if (!op->contr->has_hit)
2439 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2440 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2441
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2443 }
2167 2444
2168 skill_attack(mon, op, 0, NULL, NULL); 2445 skill_attack (mon, op, 0, NULL, NULL);
2169 2446
2170 /* If attacking another player, that player gets automatic 2447 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2448 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2449 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2450 * the wiz.
2174 */ 2451 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2452 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)) { 2453 {
2177 short luck = mon->stats.luck; 2454 short luck = mon->stats.luck;
2455
2178 mon->contr->has_hit = 1; 2456 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2457 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2458 mon->stats.luck = luck;
2181 } 2459 }
2182 if(action_makes_visible(op)) make_visible(op); 2460 if (action_makes_visible (op))
2183 } 2461 make_visible (op);
2462 }
2184 } /* if player should attack something */ 2463 } /* if player should attack something */
2185} 2464}
2186 2465
2466int
2187int move_player(object *op,int dir) { 2467move_player (object *op, int dir)
2468{
2188 int pick; 2469 int pick;
2189 2470
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2471 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; 2472 return 0;
2473
2474 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9))
2476 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0;
2479 }
2480
2481 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484
2485 op->facing = dir;
2486
2487 if (op->hide)
2488 do_hidden_move (op);
2489
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ;
2492 else if (op->contr->fire_on)
2493 fire (op, dir);
2494 else
2495 {
2496 move_player_attack (op, dir);
2497 pick = check_pick (op);
2498 }
2499
2500 /* Add special check for newcs players and fire on - this way, the
2501 * server can handle repeat firing.
2502 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir;
2506 }
2507 else
2508 {
2509 op->direction = 0;
2510 }
2511 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities
2513 * for players.
2514 */
2515 animate_object (op, op->facing);
2516 return 0;
2229} 2517}
2230 2518
2231/* This is similar to handle_player, below, but is only used by the 2519/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2520 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2521 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2522 * the new speed values for commands.
2235 * 2523 *
2236 * Returns true if there are more actions we can do. 2524 * Returns true if there are more actions we can do.
2237 */ 2525 */
2526int
2238int handle_newcs_player(object *op) 2527handle_newcs_player (object *op)
2239{ 2528{
2240 if (op->contr->hidden) { 2529 if (op->contr->hidden)
2530 {
2241 op->invisible = 1000; 2531 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2532 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2533 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2534 * alternate it here for it to work correctly.
2245 */ 2535 */
2246 if (pticks & 2) op->invisible--; 2536 if (pticks & 2)
2537 op->invisible--;
2247 } 2538 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2249 op->invisible--; 2541 op->invisible--;
2250 if(!op->invisible) { 2542 if (!op->invisible)
2543 {
2251 make_visible(op); 2544 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2546 }
2254 } 2547 }
2255 2548
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2549 if (QUERY_FLAG (op, FLAG_SCARED))
2550 {
2257 flee_player(op); 2551 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2552 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 {
2260 op->speed_left--; 2555 op->speed_left--;
2261 return 0; 2556 return 0;
2262 } 2557 }
2263 } 2558 }
2264 2559
2265 /* I've been seeing crashes where the golem has been destroyed, but 2560 /* 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 2561 * 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 2562 * 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. 2563 * put this in a a workaround to clean up the golem pointer.
2269 */ 2564 */
2270 if (op->contr->ranges[range_golem] && 2565 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; 2566 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2567
2277 /* call this here - we also will call this in do_ericserver, but 2568 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2569 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2570 * called, so we recheck it here.
2280 */ 2571 */
2281 HandleClient(&op->contr->socket, op->contr); 2572 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2573 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; 2574 return 0;
2297}
2298 2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2580
2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction);
2586 if (op->speed_left > 0)
2587 return 1;
2588 else
2589 return 0;
2590 }
2591 return 0;
2592}
2593
2594int
2299int save_life(object *op) { 2595save_life (object *op)
2596{
2300 object *tmp; 2597 object *tmp;
2301 2598
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2599 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; 2600 return 0;
2601
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607
2608 if (op->contr)
2609 esrv_del_item (op->contr, tmp->count);
2610
2611 tmp->destroy ();
2612 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613
2614 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp;
2616
2617 if (op->stats.food < 0)
2618 op->stats.food = 999;
2619
2620 fix_player (op);
2621 return 1;
2622 }
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */
2626 return 0;
2327} 2627}
2328 2628
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2629/* 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 2630 * 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 2631 * function will descend into containers. op is the object to start the search
2332 * from. 2632 * from.
2333 */ 2633 */
2634void
2334void remove_unpaid_objects(object *op, object *env) 2635remove_unpaid_objects (object *op, object *env)
2335{ 2636{
2336 object *next; 2637 object *next;
2337 2638
2338 while (op) { 2639 while (op)
2640 {
2339 next=op->below; /* Make sure we have a good value, in case 2641 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2642 * we remove object 'op'
2341 */ 2643 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2645 {
2646 op->remove ();
2344 op->x = env->x; 2647 op->x = env->x;
2345 op->y = env->y; 2648 op->y = env->y;
2346 if (env->type == PLAYER) 2649 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2650 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2651 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2652 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2653 else if (op->inv)
2351 op=next; 2654 remove_unpaid_objects (op->inv, env);
2655 op = next;
2352 } 2656 }
2353} 2657}
2354 2658
2355 2659
2356/* 2660/*
2358 * Moved from apply.c to player.c - player.c is what 2662 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2663 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2664 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2665 * but there isn't one in the server directory.
2362 */ 2666 */
2667char *
2363char *gravestone_text (object *op) 2668gravestone_text (object *op)
2364{ 2669{
2365 static char buf2[MAX_BUF]; 2670 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2671 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2672 time_t now = time (NULL);
2368 2673
2369 strcpy (buf2, " R.I.P.\n\n"); 2674 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2677 else
2373 sprintf (buf, "%s\n", op->name); 2678 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2680 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2681 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2682 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2683 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2686 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2687 if (op->type == PLAYER)
2688 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2689 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2690 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2691 strcat (buf2, buf);
2386 } 2692 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2694 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2695 strcat (buf2, buf);
2390 return buf2; 2696 return buf2;
2391} 2697}
2392 2698
2393 2699
2394 2700
2701void
2395void do_some_living(object *op) { 2702do_some_living (object *op)
2703{
2396 int last_food=op->stats.food; 2704 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2705 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2706 int over_hp, over_sp, over_grace;
2399 int i; 2707 int i;
2400 int rate_hp = 1200; 2708 int rate_hp = 1200;
2401 int rate_sp = 2500; 2709 int rate_sp = 2500;
2402 int rate_grace = 2000; 2710 int rate_grace = 2000;
2403 const int max_hp = 1; 2711 const int max_hp = 1;
2404 const int max_sp = 1; 2712 const int max_sp = 1;
2405 const int max_grace = 1; 2713 const int max_grace = 1;
2406 2714
2407 if (op->contr->outputs_sync) { 2715 if (op->contr->outputs_sync)
2716 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2718 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]); 2719 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2720 }
2413 2721
2414 if(op->contr->state==ST_PLAYING) { 2722 if (op->contr->state == ST_PLAYING)
2723 {
2415 2724
2416 /* these next three if clauses make it possible to SLOW DOWN 2725 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2726 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2727 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2729 else
2730 {
2421 gen_hp = op->stats.maxhp; 2731 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2733 }
2424 if(op->contr->gen_sp >= 0 ) 2734 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2736 else
2737 {
2427 gen_sp = op->stats.maxsp; 2738 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2740 }
2430 if(op->contr->gen_grace >= 0) 2741 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2743 else
2744 {
2433 gen_grace = op->stats.maxgrace; 2745 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2747 }
2436 2748
2437 /* Regenerate Spell Points */ 2749 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2752 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) { 2753 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2754 {
2755 op->stats.sp++;
2442 /* dms do not consume food */ 2756 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2758 {
2759 op->stats.food--;
2445 if(op->contr->digestion<0) 2760 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2761 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2762 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; 2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2450 } 2790 }
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 2791
2471 /* Regenerate Grace */ 2792 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2794 if (--op->last_grace < 0)
2795 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2796 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2797 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2798 if (max_grace > 1)
2799 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2801 if (over_grace > 0)
2479 op->stats.sp += over_grace 2802 {
2803 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; 2804 + (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; 2805 op->last_grace = 0;
2482 } else { 2806 }
2807 else
2808 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2809 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2810 }
2485 } else { 2811 }
2812 else
2813 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2815 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2816 /* wearing stuff doesn't detract from grace generation. */
2489 } 2817 }
2490 2818
2491 /* Regenerate Hit Points */ 2819 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2820 if (--op->last_heal < 0)
2821 {
2493 if(op->stats.hp<op->stats.maxhp) { 2822 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2823 {
2824 op->stats.hp++;
2495 /* dms do not consume food */ 2825 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2826 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2827 {
2828 op->stats.food--;
2498 if(op->contr->digestion<0) 2829 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2830 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2831 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; 2832 op->stats.food = last_food;
2833 }
2834 }
2835 if (max_hp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841 op->last_heal = 0;
2842 }
2843 else
2844 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 }
2847 }
2848 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 }
2503 } 2852 }
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 2853
2519 /* Digestion */ 2854 /* Digestion */
2520 if(--op->last_eat<0) { 2855 if (--op->last_eat < 0)
2856 {
2521#ifdef COZY_SERVER 2857#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2860#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2861 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 2862#endif
2529 2863
2530 if(op->contr->gen_hp > 0) 2864 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2866 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2868 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2869 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2870 op->stats.food--;
2871 }
2537 } 2872 }
2538 2873
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875 {
2540 object *tmp, *flesh=NULL; 2876 object *tmp, *flesh = NULL;
2541 2877
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2885 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2886 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2887 break;
2549 } 2888 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2889 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2890 flesh = tmp;
2552 } /* end of for loop */ 2891 } /* End if paid for object */
2892 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2893 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2894 * eat flesh instead.
2555 */ 2895 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2899 manual_apply (op, flesh, 0);
2559 } 2900 }
2560 } /* end if player is starving */ 2901 } /* end if player is starving */
2561 2902
2562 while(op->stats.food<0&&op->stats.hp>0) 2903 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2904 op->stats.food++, op->stats.hp--;
2564 2905
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2907 kill_player (op);
2567} 2908}
2568 2909
2569 2910
2570 2911
2571/* If the player should die (lack of hp, food, etc), we call this. 2912/* 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 2913 * 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 2914 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2915 * file.
2575 */ 2916 */
2917void
2576void kill_player(object *op) 2918kill_player (object *op)
2577{ 2919{
2578 char buf[MAX_BUF]; 2920 char buf[MAX_BUF];
2579 int x,y,i; 2921 int x, y;
2922
2923 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2924 maptile *map; /* this is for resurrection */
2925
2581 int z; 2926 /* int z;
2582 int num_stats_lose; 2927 int num_stats_lose;
2583 int lost_a_stat; 2928 int lost_a_stat;
2584 int lose_this_stat; 2929 int lose_this_stat;
2585 int this_stat; 2930 int this_stat; */
2586 int will_kill_again; 2931 int will_kill_again;
2587 archetype *at; 2932 archetype *at;
2588 object *tmp; 2933 object *tmp;
2589 2934
2590 if(save_life(op)) 2935 if (save_life (op))
2591 return; 2936 return;
2592 2937
2593 2938
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2939 /* 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. 2940 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2941 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2942 */
2598 if (op_on_battleground(op, &x, &y)) { 2943 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2944 {
2600 "You have been defeated in combat!"); 2945 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, 2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2947
2603
2604 /* restore player */ 2948 /* restore player */
2605 at = find_archetype("poisoning"); 2949 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2951 if (tmp)
2608 remove_ob(tmp); 2952 {
2609 free_object(tmp); 2953 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2955 }
2612 2956
2613 at = find_archetype("confusion"); 2957 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2958 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2959 if (tmp)
2616 remove_ob(tmp); 2960 {
2617 free_object(tmp); 2961 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2963 }
2620 2964
2621 cure_disease(op,0); /* remove any disease */ 2965 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2967 if (op->stats.food <= 0)
2624 2968 op->stats.food = 999;
2969
2625 /* create a bodypart-trophy to make the winner happy */ 2970 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2971 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2972 if (tmp != NULL)
2628 { 2973 {
2629 sprintf(buf,"%s's finger",op->name); 2974 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2975 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2976 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2977 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2979 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2980 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2981 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2983 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2984 }
2985
2642 /* teleport defeated player to new destination*/ 2986 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2987 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2988 op->contr->braced = 0;
2645 return; 2989 return;
2646 } 2990 }
2647 2991
2648 INVOKE_PLAYER (DEATH, op->contr); 2992 INVOKE_PLAYER (DEATH, op->contr);
2649 2993
2650 command_kill_pets (op, 0); 2994 command_kill_pets (op, 0);
2651 2995
2652 if(op->stats.food<0) { 2996 if (op->stats.food < 0)
2997 {
2653 if (op->contr->explore) { 2998 if (op->contr->explore)
2999 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3000 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..."); 3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3002 op->stats.food = 999;
2657 return; 3003 return;
2658 } 3004 }
2659 sprintf(buf,"%s starved to death.",op->name); 3005 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3006 strcpy (op->contr->killer, "starvation");
3007 }
3008 else
2661 } 3009 {
2662 else {
2663 if (op->contr->explore) { 3010 if (op->contr->explore)
3011 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3012 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..."); 3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3014 op->stats.hp = op->stats.maxhp;
2667 return; 3015 return;
2668 } 3016 }
2669 sprintf(buf,"%s died.",op->name); 3017 sprintf (buf, "%s died.", &op->name);
2670 } 3018 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3020
2673 /* save the map location for corpse, gravestone*/ 3021 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
2675 3025
2676 3026
2677 if (settings.not_permadeth == TRUE) { 3027 if (settings.not_permadeth == TRUE)
3028 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3029 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3030 * 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. 3031 * See the config.h file for a little more in depth detail about this.
2681 */ 3032 */
2682 3033
2683 /* Basically two ways to go - remove a stat permanently, or just 3034 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3035 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3036 * of death.
2686 */ 3037 */
2687#ifndef COZY_SERVER 3038#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3039 if (settings.balanced_stat_loss)
3040 {
2689 /* If stat loss is permanent, lose one stat only. */ 3041 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3042 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3043 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3044 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3045 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3046 little bit harder. */
2695 /* GD */ 3047 /* GD */
2696 if (settings.stat_loss_on_death) 3048 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3049 num_stats_lose = 1;
2698 else 3050 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3052 }
3053 else
3054 {
2701 num_stats_lose = 1; 3055 num_stats_lose = 1;
2702 } 3056 }
2703 lost_a_stat = 0; 3057 lost_a_stat = 0;
2704 3058
2705 for (z=0; z<num_stats_lose; z++) { 3059 for (z = 0; z < num_stats_lose; z++)
3060 {
2706 i = RANDOM() % NUM_STATS; 3061 i = RANDOM () % NUM_STATS;
2707 3062
2708 if (settings.stat_loss_on_death) { 3063 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 3064 {
2723 dep = present_arch_in_ob(deparch,op); 3065 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3066 * what he lost.
2725 dep = arch_to_object(deparch); 3067 */
2726 insert_ob_in_ob(dep, op); 3068 change_attr_value (&(op->stats), i, -1);
2727 } 3069 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3070 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3071 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3073 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 3074 }
2756 if (lose_this_stat) { 3075 else
3076 {
3077 /* deplete a stat */
3078 archetype *deparch = archetype::find ("depletion");
3079 object *dep;
3080
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 {
3084 dep = arch_to_object (deparch);
3085 insert_ob_in_ob (dep, op);
3086 }
3087 lose_this_stat = 1;
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0)
3094 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3123 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3124 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3125 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3126 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3127 * difference.
2763 */ 3128 */
2764 if (this_stat>=-50) { 3129 if (this_stat >= -50)
3130 {
2765 change_attr_value(&(dep->stats), i, -1); 3131 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3132 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3134 fix_player (op);
2769 lost_a_stat = 1; 3135 lost_a_stat = 1;
2770 } 3136 }
2771 } 3137 }
2772 } 3138 }
2773 } 3139 }
2774 /* If no stat lost, tell the player. */ 3140 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3141 if (!lost_a_stat)
2776 { 3142 {
2777 /* determine_god() seems to not work sometimes... why is this? 3143 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3144 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3145 const char *god = determine_god (op);
3146
2780 if (god && (strcmp(god, "none"))) 3147 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3148 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" 3149 else
2783 " you.", god); 3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3151 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3152#else
2786 " feel a holy presence protecting you."); 3153 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 3154#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 3155
2792 /* Put a gravestone up where the character 'almost' died. List the 3156 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3157 * exp loss on the stone.
2794 */ 3158 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3159 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3160 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3161 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3162 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3163 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3164 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" 3165 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; 3166 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3167 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3168
2809 /**************************************/ 3169 /**************************************/
2810 /* */ 3170 /* */
2811 /* Subtract the experience points, */ 3171 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3172 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3173 /* food, and reset HP's... */
2814 /* */ 3174 /* */
2815 /**************************************/ 3175 /**************************************/
2816 3176
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3177 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3178 /* restore player */
2819 at = find_archetype("poisoning"); 3179 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3180 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3181
2822 remove_ob(tmp); 3182 if (tmp)
2823 free_object(tmp); 3183 {
3184 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3186 }
2826 3187
2827 at = find_archetype("confusion"); 3188 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3189 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3190 if (tmp)
2830 remove_ob(tmp); 3191 {
2831 free_object(tmp); 3192 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3194 }
3195
2834 cure_disease(op,0); /* remove any disease */ 3196 cure_disease (op, 0); /* remove any disease */
2835 3197
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3198 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3199 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3200 if (op->stats.food < 100)
3201 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3202 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3205
2843 /* 3206 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3207 * 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 3208 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3209 * in the map.
2847 */ 3210 */
2848 3211
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3212 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3213 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3214
2857 /****************************************/ 3215 /****************************************/
2858 /* */ 3216 /* */
2859 /* Move player to his current respawn- */ 3217 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3218 /* position (usually last savebed) */
2861 /* */ 3219 /* */
2862 /****************************************/ 3220 /****************************************/
2863 3221
2864 enter_player_savebed(op); 3222 enter_player_savebed (op);
2865 3223
2866 /* Save the player before inserting the force to reduce 3224 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3225 * chance of abuse.
2868 */ 3226 */
2869 op->contr->braced=0; 3227 op->contr->braced = 0;
2870 save_player(op,1); 3228 save_player (op, 1);
2871 3229
2872 /* it is possible that the player has blown something up 3230 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3231 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3232 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3233 * on the space that might harm the player.
2876 */ 3234 */
2877 will_kill_again=0; 3235 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3237 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3238 will_kill_again |= tmp->attacktype;
2881 } 3239
2882 if (will_kill_again) { 3240 if (will_kill_again)
3241 {
2883 object *force; 3242 object *force;
2884 int at; 3243 int at;
2885 3244
2886 force=get_archetype(FORCE_NAME); 3245 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3246 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3247 force->speed = 0.1;
2889 force->speed_left=-5.0; 3248 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3249 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3250 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3251 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3252 force->resist[at] = 100;
2894 } 3253
2895 insert_ob_in_ob(force, op); 3254 insert_ob_in_ob (force, op);
2896 fix_player(op); 3255 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3256
3257 }
3258
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3260 return;
2908 } /* NOT_PERMADETH */ 3261 } /* NOT_PERMADETH */
2909 else { 3262 else
3263 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3265 * should probably be embedded in an else statement.
2912 */ 3266 */
2913 3267
2914 op->contr->party=NULL; 3268 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3269 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3270 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3272 check_score (op);
3273
2919 if(op->contr->ranges[range_golem]!=NULL) { 3274 if (op->contr->ranges[range_golem])
3275 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3276 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3277 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3278 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3279 }
2925 } 3280
2926 loot_object(op); /* Remove some of the items for good */ 3281 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3282 op->remove ();
2928 op->direction=0; 3283 op->direction = 0;
2929 3284
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
2931 delete_character(op->name,0); 3287 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3288 if (settings.resurrection == TRUE)
3289 {
2933 /* save playerfile sans equipment when player dies 3290 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3291 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3292 ** type spells will work on them nicely
2936 */ 3293 */
2937 delete_character(op->name,0); 3294 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3295 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3296 op->stats.food = 999;
2940 3297
2941 /* set the location of where the person will reappear when */ 3298 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3299 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3301 if (op->map != NULL)
2945 op->map = NULL; 3302 op->map = NULL;
2946 op->x = settings.emergency_x; 3303 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3304 op->y = settings.emergency_y;
2948 save_player(op,0); 3305 save_player (op, 0);
2949 op->map = map; 3306 op->map = map;
2950 /* please see resurrection.c: peterm */ 3307 /* please see resurrection.c: peterm */
2951 dead_player(op); 3308 dead_player (op);
2952 } else { 3309 }
3310 else
2953 delete_character(op->name,1); 3311 delete_character (op->name, 1);
2954 } 3312 }
2955 } 3313
2956 play_again(op); 3314 play_again (op);
2957 3315
2958 /* peterm: added to create a corpse at deathsite. */ 3316 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3318 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3319 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3320 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3321 tmp->x = x;
2965 if (tmp->msg) 3322 tmp->y = y;
2966 free_string(tmp->msg); 3323 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3324 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3325 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3326 }
2971} 3327}
2972 3328
2973 3329
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3330void
3331loot_object (object *op)
3332{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3333 object *tmp, *tmp2, *next;
2976 3334
2977 if (op->container) { /* close open sack first */ 3335 if (op->container)
3336 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3337 esrv_apply_container (op, op->container);
2979 } 3338 }
2980 3339
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3340 for (tmp = op->inv; tmp != NULL; tmp = next)
3341 {
2982 next=tmp->below; 3342 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3343 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3344 continue;
3345 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3346 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3347 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3348 { /* empty container to ground */
2988 } 3349 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3350 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3351 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3352 {
2991 if(tmp->nrof>1) { 3353 if (tmp->nrof > 1)
3354 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3356 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3358 }
3359 else
3360 tmp->destroy ();
3361 }
2995 } else 3362 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3363 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3364 }
3000} 3365}
3001 3366
3002/* 3367/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3368 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3369 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3370 * was changed.
3006 */ 3371 */
3007 3372
3373void
3008void fix_weight(void) { 3374fix_weight (void)
3375{
3009 player *pl; 3376 player *pl;
3377
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381
3012 if(old == sum) 3382 if (old == sum)
3013 continue; 3383 continue;
3014 fix_player(pl->ob); 3384 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3386 }
3018} 3387}
3019 3388
3389void
3020void fix_luck(void) { 3390fix_luck (void)
3391{
3021 player *pl; 3392 player *pl;
3393
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3394 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3395 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3396 change_luck (pl->ob, 0);
3025} 3397}
3026 3398
3027 3399
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3400/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3401 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3402 * just treat this as any other spell casting object.
3031 */ 3403 */
3032 3404
3033void 3405void
3034cast_dust (object * op, object * throw_ob, int dir) 3406cast_dust (object *op, object *throw_ob, int dir)
3035{ 3407{
3036 object *skop, *spob; 3408 object *skop, *spob;
3037 3409
3038 skop = find_skill_by_name (op, throw_ob->skill); 3410 skop = find_skill_by_name (op, throw_ob->skill);
3039 3411
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3412 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3413 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3414 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3415 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3416 return;
3046 } 3417 }
3047 3418
3048 spob = throw_ob->inv; 3419 spob = throw_ob->inv;
3049 3420
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3421 // 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 3422 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3423 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3424 if (!spob)
3054 { 3425 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3426 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; 3427 return;
3058 } 3428 }
3059 3429
3060 if (op->type == PLAYER) 3430 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3431 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3432
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3433 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3434
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3435 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3436}
3069 3437
3438void
3070void make_visible (object *op) { 3439make_visible (object *op)
3440{
3071 op->hide = 0; 3441 op->hide = 0;
3072 op->invisible = 0; 3442 op->invisible = 0;
3073 if(op->type==PLAYER) { 3443 if (op->type == PLAYER)
3444 {
3074 op->contr->tmp_invis = 0; 3445 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3446 op->contr->invis_race = 0;
3076 } 3447 }
3077 update_object(op,UP_OBJ_FACE); 3448 update_object (op, UP_OBJ_FACE);
3078} 3449}
3079 3450
3451int
3080int is_true_undead(object *op) { 3452is_true_undead (object *op)
3453{
3081 object *tmp=NULL; 3454 object *tmp = NULL;
3082 3455
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1;
3084 3458
3085 if(op->type==PLAYER) 3459 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3089 return 0; 3464 return 0;
3090} 3465}
3091 3466
3092/* look at the surrounding terrain to determine 3467/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3468 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3469 * indicate greater hideability.
3095 */ 3470 */
3096 3471
3472int
3097int hideability(object *ob) { 3473hideability (object *ob)
3474{
3098 int i,level=0, mflag; 3475 int i, level = 0, mflag;
3099 sint16 x,y; 3476 sint16 x, y;
3100 3477
3101 if(!ob||!ob->map) return 0; 3478 if (!ob || !ob->map)
3479 return 0;
3102 3480
3103 /* so, on normal lighted maps, its hard to hide */ 3481 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3482 level = ob->map->darkness - 2;
3105 3483
3106 /* this also picks up whether the object is glowing. 3484 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3485 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3486 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3487 if (has_carried_lights (ob))
3488 level = -(10 + (2 * ob->map->darkness));
3110 3489
3111 /* scan through all nearby squares for terrain to hide in */ 3490 /* 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]) { 3491 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3492 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3493 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3494 if (mflag & P_OUT_OF_MAP)
3495 {
3496 continue;
3497 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3498 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3499 level += 2;
3117 else /* open terrain! */ 3500 else /* open terrain! */
3118 level -= 1; 3501 level -= 1;
3119 } 3502 }
3120 3503
3121#if 0 3504#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3505 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3506#endif
3124 return level; 3507 return level;
3125} 3508}
3126 3509
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3510/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3511 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3512 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3513 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3514 */
3132 3515
3516void
3133void do_hidden_move (object *op) { 3517do_hidden_move (object *op)
3518{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3520 object *skop;
3136 3521
3137 if(!op || !op->map) return; 3522 if (!op || !op->map)
3523 return;
3138 3524
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3526
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3527 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3528 if (op->type == PLAYER && op->contr->run_on)
3529 {
3143 if(!skop || num >= skop->level) { 3530 if (!skop || num >= skop->level)
3531 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3532 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3533 make_visible (op);
3146 return; 3534 return;
3147 } else num += 20; 3535 }
3536 else
3537 num += 20;
3148 } 3538 }
3149 num += op->map->difficulty; 3539 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3540 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3541 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 {
3153 make_visible(op); 3544 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3545 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3546 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3547 }
3157 else if (op->type == PLAYER && skop) { 3548 else if (op->type == PLAYER && skop)
3549 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3550 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3551 }
3160} 3552}
3161 3553
3162/* determine if who is standing near a hostile creature. */ 3554/* determine if who is standing near a hostile creature. */
3163 3555
3556int
3164int stand_near_hostile( object *who ) { 3557stand_near_hostile (object *who)
3558{
3165 object *tmp=NULL; 3559 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3560 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3561 maptile *m;
3168 sint16 x,y; 3562 sint16 x, y;
3169 3563
3170 if(!who) return 0; 3564 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; 3565 return 0;
3566
3567 if (who->type == PLAYER)
3568 player = 1;
3569
3570 else
3571 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3572
3573 /* search adjacent squares */
3574 for (i = 1; i < 9; i++)
3575 {
3576 x = who->x + freearr_x[i];
3577 y = who->y + freearr_y[i];
3578 m = who->map;
3579 mflags = get_map_flags (m, &m, x, y, &x, &y);
3580 /* space must be blocked if there is a monster. If not
3581 * blocked, don't need to check this space.
3582 */
3583 if (mflags & P_OUT_OF_MAP)
3584 continue;
3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586 continue;
3587
3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3589 {
3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1;
3592 else if (tmp->type == PLAYER)
3593 {
3594 /*don't let a hidden DM prevent you from hiding */
3595 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3596 return 1;
3597 }
3598 }
3599 }
3600 return 0;
3200} 3601}
3201 3602
3202/* check the player los field for viewability of the 3603/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3604 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3605 * 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. 3612 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3613 * -b.t.
3213 * This function is now map tiling safe. 3614 * This function is now map tiling safe.
3214 */ 3615 */
3215 3616
3617int
3216int player_can_view (object *pl,object *op) { 3618player_can_view (object *pl, object *op)
3619{
3217 rv_vector rv; 3620 rv_vector rv;
3218 int dx,dy; 3621 int dx, dy;
3219 3622
3220 if(pl->type!=PLAYER) { 3623 if (pl->type != PLAYER)
3624 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3625 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; 3626 return -1;
3247 op = op->more;
3248 } 3627 }
3628 if (!pl || !op)
3249 return 0; 3629 return 0;
3630
3631 if (op->head)
3632 {
3633 op = op->head;
3634 }
3635 get_rangevector (pl, op, &rv, 0x1);
3636
3637 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any
3639 * part that is in the los array but isnt on
3640 * a blocked los square.
3641 * we use the archetype to figure out offsets.
3642 */
3643 while (op)
3644 {
3645 dx = rv.distance_x + op->arch->clone.x;
3646 dy = rv.distance_y + op->arch->clone.y;
3647
3648 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values.
3651 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3655 return 1;
3656 op = op->more;
3657 }
3658 return 0;
3250} 3659}
3251 3660
3252/* routine for both players and monsters. We call this when 3661/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3662 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3663 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3664 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3665 * return 0.
3257 */ 3666 */
3667int
3258int action_makes_visible (object *op) { 3668action_makes_visible (object *op)
3669{
3259 3670
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3671 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3672 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3673 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3674 return 0;
3263 3675
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3676 if (op->contr && op->contr->tmp_invis == 0)
3677 return 0;
3265 3678
3266 /* If monsters, they should become visible */ 3679 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3680 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3681 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3682 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3683 return 1;
3270 } 3684 }
3271 } 3685 }
3272 return 0; 3686 return 0;
3273} 3687}
3274 3688
3275/* op_on_battleground - checks if the given object op (usually 3689/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3690 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3691 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3692 * -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 3693 * 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 3694 * 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 3695 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3696 */
3697int
3283int op_on_battleground (object *op, int *x, int *y) { 3698op_on_battleground (object *op, int *x, int *y)
3699{
3284 object *tmp; 3700 object *tmp;
3285 3701
3286 /* A battleground-tile needs the following attributes to be valid: 3702 /* 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), 3703 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3704 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3705 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3706 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3707 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3708 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3709 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3710 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3711 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3712 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3713 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3714 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3715 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3716 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3717 {
3299 object *invtmp; 3718 object *invtmp;
3719
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3720 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3721 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3722 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3723 {
3724 if (x != NULL && y != NULL)
3725 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3726 return 1;
3727 }
3728 }
3729 }
3303 if (x != NULL && y != NULL) 3730 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3731 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3732 return 1;
3306 } 3733 }
3307 } 3734 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3735 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3736 /* If we got here, did not find a battleground */
3316 return 0; 3737 return 0;
3317} 3738}
3318 3739
3319/* 3740/*
3323 * attributes: 3744 * attributes:
3324 * object *who the dragon player 3745 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3746 * int atnr the attack-number of the ability focus
3326 * int level ability level 3747 * int level ability level
3327 */ 3748 */
3749void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3750dragon_ability_gain (object *who, int atnr, int level)
3751{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3752 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3753 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3754 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3755 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3756 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3757 int i = 0, j = 0;
3335 3758
3336 /* get the appropriate treasurelist */ 3759 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3760 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3761 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3762 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3763 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3764 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3765 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3766 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3767 trlist = find_treasurelist ("dragon_ability_poison");
3345 3768
3346 if (trlist == NULL || who->type != PLAYER) 3769 if (trlist == NULL || who->type != PLAYER)
3347 return; 3770 return;
3348 3771
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3773
3351
3352 if (tr == NULL || tr->item == NULL) { 3774 if (tr == NULL || tr->item == NULL)
3775 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3777 return;
3355 } 3778 }
3356 3779
3357 /* everything seems okay - now bring on the gift: */ 3780 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3781 item = &(tr->item->clone);
3359 3782
3360 if (item->type == SPELL) { 3783 if (item->type == SPELL)
3784 {
3361 if (check_spell_known (who, item->name)) 3785 if (check_spell_known (who, item->name))
3362 return; 3786 return;
3363 3787
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3788 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); 3789 do_learn_spell (who, item, 0);
3366 return; 3790 return;
3367 } 3791 }
3368 3792
3369 /* grant direct spell */ 3793 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3794 if (item->type == SPELLBOOK)
3795 {
3371 if (!item->inv) { 3796 if (!item->inv)
3797 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3798 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3799 return;
3375 } 3800 }
3376 if (check_spell_known (who, item->inv->name)) 3801 if (check_spell_known (who, item->inv->name))
3377 return; 3802 return;
3378 if (item->invisible) { 3803 if (item->invisible)
3804 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3805 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); 3806 do_learn_spell (who, item->inv, 0);
3381 return; 3807 return;
3382 } 3808 }
3383 } 3809 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3810 else if (item->type == SKILL_TOOL && item->invisible)
3811 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3812 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3813 {
3386 3814
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3815 /* 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 3816 * 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, 3817 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3818 * but not all of them, he gets nothing.
3391 */ 3819 */
3392 if (!(skop->attacktype & item->attacktype)) { 3820 if (!(skop->attacktype & item->attacktype))
3821 {
3393 /* Give new attacktype */ 3822 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3823 skop->attacktype |= item->attacktype;
3395 3824
3396 /* always add physical if there's none */ 3825 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3826 skop->attacktype |= AT_PHYSICAL;
3398 3827
3399 if (item->msg != NULL) 3828 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3829 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3830
3402 /* Give player new face */ 3831 /* Give player new face */
3403 if (item->animation_id) { 3832 if (item->animation_id)
3833 {
3404 who->face = skop->face; 3834 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3835 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3836 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3837 who->last_anim = 0;
3408 who->state = 0; 3838 who->state = 0;
3409 animate_object(who, who->direction); 3839 animate_object (who, who->direction);
3410 } 3840 }
3841 }
3842 }
3411 } 3843 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3844 else if (item->type == FORCE)
3845 {
3415 /* forces in the treasurelist can alter the player's stats */ 3846 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3847 object *skin;
3848
3417 /* first get the dragon skin force */ 3849 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3851 if (skin == NULL)
3420 if (skin == NULL) return; 3852 return;
3421 3853
3422 /* adding new spellpath attunements */ 3854 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3857 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3858
3426 /* print message */ 3859 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3860 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3861 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3862 {
3430 if (j) 3863 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3864 {
3432 else 3865 if (j)
3433 j = 1; 3866 strcat (buf, " and ");
3867 else
3868 j = 1;
3434 strcat(buf, spellpathnames[i]); 3869 strcat (buf, spellpathnames[i]);
3435 } 3870 }
3436 } 3871 }
3437 strcat(buf,"."); 3872 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3874 }
3440 3875
3441 /* evtl. adding flags: */ 3876 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3877 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3878 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3879 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3880 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3881 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3882 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3883
3449 /* print message if there is one */ 3884 /* print message if there is one */
3450 if (item->msg != NULL) 3885 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3886 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3887 }
3888 else
3452 } 3889 {
3453 else {
3454 /* generate misc. treasure */ 3890 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3891 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3892 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); 3893 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3894 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3895 esrv_send_item (who, tmp);
3460 } 3896 }
3461} 3897}
3462 3898
3463/** 3899/**
3464 * Unready an object for a player. This function does nothing if the object was 3900 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3901 * not readied.
3466 */ 3902 */
3903void
3467void player_unready_range_ob(player *pl, object *ob) { 3904player_unready_range_ob (player *pl, object *ob)
3905{
3468 rangetype i; 3906 rangetype i;
3469 3907
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3909 {
3471 if (pl->ranges[i] == ob) { 3910 if (pl->ranges[i] == ob)
3911 {
3472 pl->ranges[i] = NULL; 3912 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3913 if (pl->shoottype == i)
3914 {
3474 pl->shoottype = range_none; 3915 pl->shoottype = range_none;
3475 } 3916 }
3476 } 3917 }
3477 } 3918 }
3478} 3919}

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