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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 1.38 by root, Thu Dec 14 04:30:32 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__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
42 33
43#ifdef COZY_SERVER 34#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 35extern int same_party (partylist *a, partylist *b);
45#endif 36#endif
46 37
38player *
47player *find_player(const char *plname) 39find_player (const char *plname)
48{ 40{
49 player *pl; 41 player *pl;
42
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 44 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 46 return pl;
54 }; 47 };
55 return NULL; 48 return NULL;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 67 {
73 if ( found ) 68 if (found)
74 return NULL; 69 return NULL;
75 70
76 found = pl; 71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
77 } 171 }
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); 172 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 173 size += strlen (buf);
170 } 174 }
171 }
172 175 }
176
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 178 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); 179 close_and_delete (fp, comp);
179} 180}
180 181
182int
181int playername_ok(const char *cp) { 183playername_ok (const char *cp)
184{
182 /* Don't allow - or _ as first character in the name */ 185 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 186 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
188 return 1; 192 return 1;
189} 193}
190 194
191/* This no longer sets the player map. Also, it now updates 195/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 196 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 197 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 201 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 202 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 203 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 204 * the one that is passed.
201 */ 205 */
202static player* get_player(player *p) { 206static player *
207get_player (player *p)
208{
203 object *op=arch_to_object(get_player_archetype(NULL)); 209 object *op = arch_to_object (get_player_archetype (0));
204 int i; 210 int i;
205 211
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * 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
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except 212 /* Clears basically the entire player structure except
229 * for next and socket. 213 * for next and socket.
230 */ 214 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 215 p->clear ();
232 p->attachable_init (); //HACK
233 216
234 /* There are some elements we want initialized to non zero value - 217 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 218 * we deal with that below this point.
236 */ 219 */
237 p->party=NULL; 220 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 221 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 222 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 223 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 224 p->Swap_First = -1;
242 225
243#ifdef AUTOSAVE 226#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 227 p->last_save_tick = 9999999;
245#endif 228#endif
246 229
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 231
249 op->contr=p; /* this aren't yet in archetype */ 232 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 233 p->ob = op;
251 op->speed_left=0.5; 234 op->speed_left = 0.5;
252 op->speed=1.0; 235 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 236 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 237 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 238 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 240
258 roll_stats(op); 241 roll_stats (op);
259 p->state=ST_ROLL_STAT; 242 p->state = ST_ROLL_STAT;
260 clear_los(op); 243 clear_los (op);
261 244
262 p->gen_sp_armour=10; 245 p->gen_sp_armour = 10;
263 p->last_speed= -1; 246 p->last_speed = -1;
264 p->shoottype=range_none; 247 p->shoottype = range_none;
265 p->bowtype=bow_normal; 248 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 249 p->petmode = pet_normal;
267 p->listening=10; 250 p->listening = 10;
268 p->usekeys=containers; 251 p->usekeys = containers;
269 p->last_weapon_sp= -1; 252 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 253 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 254 p->do_los = 1;
272 p->explore=0; 255 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 256 p->no_shout = 0; /* default can shout */
274 257
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 258 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 259 op->race = op->arch->clone.race;
278 260
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 261 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 262
281 /* we need to clear these to -1 and not zero - otherwise, 263 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 264 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 265 * send new values to the client, as things like exp start
284 * at zero. 266 * at zero.
285 */ 267 */
286 for (i=0; i < NUM_SKILLS; i++) { 268 for (i = 0; i < NUM_SKILLS; i++)
269 {
287 p->last_skill_exp[i] = -1; 270 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 271 p->last_skill_ob[i] = NULL;
289 } 272 }
273
290 for (i=0; i < NROFATTACKS; i++) { 274 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 275 p->last_resist[i] = -1;
292 } 276
293 p->last_stats.exp = -1; 277 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 278 p->last_weight = (uint32) - 1;
295 279
296 p->socket.update_look=0; 280 p->socket->update_look = 0;
297 p->socket.look_position=0; 281 p->socket->look_position = 0;
282
298 return p; 283 return p;
299} 284}
300
301 285
302/* This loads the first map an puts the player on it. */ 286/* This loads the first map an puts the player on it. */
287static void
303static void set_first_map(object *op) 288set_first_map (object *op)
304{ 289{
305 strcpy(op->contr->maplevel, first_map_path); 290 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 291 op->x = -1;
307 op->y = -1; 292 op->y = -1;
308 enter_exit(op, NULL); 293 enter_exit (op, NULL);
309} 294}
310 295
311/* Tries to add player on the connection passwd in ns. 296/* 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 297 * All we can really get in this is some settings like host and display
313 * mode. 298 * mode.
314 */ 299 */
315 300
316int add_player(NewSocket *ns) { 301int
317 player *p; 302add_player (client_socket *ns)
303{
304 player *p = new player;
318 305
319 p=get_player(NULL);
320 p->socket = *ns; 306 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 307 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 308
323 fatal(OUT_OF_MEMORY); 309 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 311
326 * Note that this can result in a client reset if there is partial data 312 p = get_player (p);
327 * on the uncoming socket. 313
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 314 set_first_map (p->ob);
331 315
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 317 add_friendly_object (p->ob);
334 send_rules(p->ob); 318 send_rules (p->ob);
335 send_news(p->ob); 319 send_news (p->ob);
336 display_motd(p->ob); 320 display_motd (p->ob);
337 get_name(p->ob); 321 get_name (p->ob);
322
338 return 0; 323 return 0;
339} 324}
340 325
341/* 326/*
342 * get_player_archetype() return next player archetype from archetype 327 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 328 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 329 * Note: there MUST be at least one player archetype!
345 */ 330 */
331archetype *
346archetype *get_player_archetype(archetype* at) 332get_player_archetype (archetype *at)
347{ 333{
348 archetype *start = at; 334 archetype *start = at;
335
349 for (;;) { 336 for (;;)
337 {
350 if (at==NULL || at->next==NULL) 338 if (at == NULL || at->next == NULL)
351 at=first_archetype; 339 at = first_archetype;
352 else 340 else
353 at=at->next; 341 at = at->next;
354 if(at->clone.type==PLAYER) 342 if (at->clone.type == PLAYER)
355 return at; 343 return at;
356 if (at == start) { 344 if (at == start)
345 {
357 LOG (llevError, "No Player archetypes\n"); 346 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 347 exit (-1);
359 } 348 }
360 } 349 }
361} 350}
362 351
363 352
353object *
364object *get_nearest_player(object *mon) { 354get_nearest_player (object *mon)
355{
365 object *op = NULL; 356 object *op = NULL;
366 player *pl = NULL; 357 player *pl = NULL;
367 objectlink *ol; 358 objectlink *ol;
368 unsigned lastdist; 359 unsigned lastdist;
369 rv_vector rv; 360 rv_vector rv;
370 361
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
363 {
372 /* We should not find free objects on this friendly list, but it 364 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 365 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 366 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 367 * list is also free, so encapsulate this in a while loop.
376 */ 368 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
378 object *tmp=ol->ob; 371 object *tmp = ol->ob;
379 372
380 /* Can't do much more other than log the fact, because the object 373 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 374 * itself will have been cleared.
382 */ 375 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 377 ol = ol->next;
385 remove_friendly_object(tmp); 378 remove_friendly_object (tmp);
386 if (!ol) return op; 379 if (!ol)
387 } 380 return op;
381 }
388 382
389 /* Remove special check for player from this. First, it looks to cause 383 /* 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 384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 385 * 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 386 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 387 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 388 * on_same_map check, as can_detect_enemy also does this
395 */ 389 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 390 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 391 continue;
398 392
399 if(lastdist>rv.distance) { 393 if (lastdist > rv.distance)
394 {
400 op=ol->ob; 395 op = ol->ob;
401 lastdist=rv.distance; 396 lastdist = rv.distance;
402 } 397 }
403 } 398 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 399 for (pl = first_player; pl != NULL; pl = pl->next)
400 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 401 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
406 403
407 if(lastdist>rv.distance) { 404 if (lastdist > rv.distance)
408 op=pl->ob; 405 {
409 lastdist=rv.distance; 406 op = pl->ob;
410 } 407 lastdist = rv.distance;
411 } 408 }
409 }
412 } 410 }
413#if 0 411#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 413#endif
416 return op; 414 return op;
417} 415}
418 416
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 417/* 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 418 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 419 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 456 * 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, 457 * 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 458 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 459 * is blocking itself.
462 */ 460 */
461int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 462path_to_player (object *mon, object *pl, unsigned mindiff)
463{
464 rv_vector rv; 464 rv_vector rv;
465 sint16 x,y; 465 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 466 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 467 maptile *m, *lastmap;
468 468
469 get_rangevector(mon, pl, &rv, 0); 469 get_rangevector (mon, pl, &rv, 0);
470 470
471 if (rv.distance<mindiff) return 0; 471 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; 472 return 0;
724}
725 473
726void confirm_password(object *op) { 474 x = mon->x;
475 y = mon->y;
476 m = mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff > max)
482 return 0;
483 while (diff > 1 && max > 0)
484 {
485 lastx = x;
486 lasty = y;
487 lastmap = m;
488 x = lastx + freearr_x[dir];
489 y = lasty + freearr_y[dir];
727 490
491 mflags = get_map_flags (m, &m, x, y, &x, &y);
492 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
493
494 /* Space is blocked - try changing direction a little */
495 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
496 && (m == mon->map && blocked_link (mon, m, x, y))))
497 {
498 /* recalculate direction from last good location. Possible
499 * we were not traversing ideal location before.
500 */
501 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
502 if (rv.direction != dir)
503 {
504 /* OK - says direction should be different - lets reset the
505 * the values so it will try again.
506 */
507 x = lastx;
508 y = lasty;
509 m = lastmap;
510 dir = firstdir = rv.direction;
511 }
512 else
513 {
514 /* direct path is blocked - try taking a side step to
515 * either the left or right.
516 * Note increase the values in the loop below to be
517 * more than -1/1 respectively will mean the monster takes
518 * bigger detour. Have to be careful about these values getting
519 * too big (3 or maybe 4 or higher) as the monster may just try
520 * stepping back and forth
521 */
522 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
523 {
524 if (i == 0)
525 continue; /* already did this, so skip it */
526 /* Use lastdir here - otherwise,
527 * since the direction that the creature should move in
528 * may change, you could get infinite loops.
529 * ie, player is northwest, but monster can only
530 * move west, so it does that. It goes some distance,
531 * gets blocked, finds that it should move north,
532 * can't do that, but now finds it can move east, and
533 * gets back to its original point. lastdir contains
534 * the last direction the creature has successfully
535 * moved.
536 */
537
538 x = lastx + freearr_x[absdir (lastdir + i)];
539 y = lasty + freearr_y[absdir (lastdir + i)];
540 m = lastmap;
541 mflags = get_map_flags (m, &m, x, y, &x, &y);
542 if (mflags & P_OUT_OF_MAP)
543 continue;
544 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
545 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
546 continue;
547 if (mflags & P_BLOCKSVIEW)
548 continue;
549
550 if (m == mon->map && blocked_link (mon, m, x, y))
551 break;
552 }
553 /* go through entire loop without finding a valid
554 * sidestep to take - thus, no valid path.
555 */
556 if (i == (DETOUR_AMOUNT + 1))
557 return 0;
558 diff--;
559 lastdir = dir;
560 max--;
561 if (!firstdir)
562 firstdir = dir + i;
563 } /* else check alternate directions */
564 } /* if blocked */
565 else
566 {
567 /* we moved towards creature, so diff is less */
568 diff--;
569 max--;
570 lastdir = dir;
571 if (!firstdir)
572 firstdir = dir;
573 }
574 if (diff <= 1)
575 {
576 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance.
578 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
581 }
582 if (diff > max)
583 return 0;
584 }
585 /* If we reached the max, didn't find a direction in time */
586 if (!max)
587 return 0;
588
589 return firstdir;
590}
591
592void
593give_initial_items (object *pl, treasurelist * items)
594{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599
600 for (op = pl->inv; op; op = next)
601 {
602 next = op->below;
603
604 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way
606 */
607 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
608 SET_FLAG (op, FLAG_APPLIED);
609
610 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions
612 */
613 if (pl->type == PLAYER)
614 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
616 (op->type == ARMOUR || op->type == BOOTS ||
617 op->type == CLOAK || op->type == HELMET ||
618 op->type == SHIELD || op->type == GLOVES ||
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 {
621 op->destroy ();
622 continue;
623 }
624 }
625
626 /* This really needs to be better - we should really give
627 * a substitute spellbook. The problem is that we don't really
628 * have a good idea what to replace it with (need something like
629 * a first level treasurelist for each skill.)
630 * remove duplicate skills also
631 */
632 if (op->type == SPELLBOOK || op->type == SKILL)
633 {
634 object *tmp;
635
636 for (tmp = op->below; tmp; tmp = tmp->below)
637 if (tmp->type == op->type && tmp->name == op->name)
638 break;
639
640 if (tmp)
641 {
642 op->destroy ();
643 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
644 continue;
645 }
646
647 if (op->nrof > 1)
648 op->nrof = 1;
649 }
650
651 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655
656 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be
658 * merged properly.
659 */
660 if (need_identify (op))
661 {
662 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED);
665 }
666 if (op->type == SPELL)
667 {
668 op->destroy ();
669 continue;
670 }
671 else if (op->type == SKILL)
672 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0;
675 op->level = 1;
676 }
677 /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */
681
682 /* Need to set up the skill pointers */
683 link_player_skills (pl);
684}
685
686void
687get_name (object *op)
688{
728 op->contr->write_buf[0]='\0'; 689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 765 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 767}
732 768
769void
733void get_party_password(object *op, partylist *party) { 770get_party_password (object *op, partylist *party)
771{
734 if (party == NULL) { 772 if (party == NULL)
773 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 775 return;
737 } 776 }
738 op->contr->write_buf[0]='\0'; 777 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 778 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 779 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 781}
743 782
744 783
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int
746int roll_stat(void) { 786roll_stat (void)
787{
747 int a[4],i,j,k; 788 int a[4], i, j, k;
748 789
749 for(i=0;i<4;i++) 790 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 791 a[i] = (int) RANDOM () % 6 + 1;
751 792
752 for(i=0,j=0,k=7;i<4;i++) 793 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 794 if (a[i] < k)
754 k=a[i],j=i; 795 k = a[i], j = i;
755 796
756 for(i=0,k=0;i<4;i++) { 797 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 798 {
799 if (i != j)
800 k += a[i];
801 }
760 return k; 802 return k;
761} 803}
762 804
805void
763void roll_stats(object *op) { 806roll_stats (object *op)
807{
764 int sum=0; 808 int sum = 0;
765 int i = 0, j = 0; 809 int i = 0, j = 0;
766 int statsort[7]; 810 int statsort[7];
767 811
812 do
768 do { 813 {
769 op->stats.Str=roll_stat(); 814 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 815 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 816 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 817 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 818 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 819 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 820 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 821 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+ 822 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 823 while (sum < 82 || sum > 116);
780 824
781 /* Sort the stats so that rerolling is easier... */ 825 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 826 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 827 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 828 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 829 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 830 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 831 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 832 statsort[6] = op->stats.Cha;
789 833
790 /* a quick and dirty bubblesort? */ 834 /* a quick and dirty bubblesort? */
835 do
791 do { 836 {
792 if (statsort[i] < statsort[i + 1]) { 837 if (statsort[i] < statsort[i + 1])
838 {
793 j = statsort[i]; 839 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 840 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 841 statsort[i + 1] = j;
796 i = 0; 842 i = 0;
797 } else { 843 }
798 i++; 844 else
799 } 845 {
846 i++;
847 }
848 }
800 } while (i < 6); 849 while (i < 6);
801 850
802 op->stats.Str = statsort[0]; 851 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 852 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 853 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 854 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 855 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 856 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 857 op->stats.Cha = statsort[6];
809 858
810 859
811 op->contr->orig_stats.Str=op->stats.Str; 860 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 861 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 862 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 863 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 864 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 865 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 866 op->contr->orig_stats.Cha = op->stats.Cha;
818 867
819 op->level=1; 868 op->level = 1;
820 op->stats.exp=0; 869 op->stats.exp = 0;
821 op->stats.ac=0; 870 op->stats.ac = 0;
822 871
823 op->contr->levhp[1] = 9; 872 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 873 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 874 op->contr->levgrace[1] = 3;
826 875
827 fix_player(op); 876 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 877 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 878 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 879 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 880 op->contr->orig_stats = op->stats;
832} 881}
833 882
883void
834void Roll_Again(object *op) 884Roll_Again (object *op)
835{ 885{
836 esrv_new_player(op->contr, 0); 886 esrv_new_player (op->contr, 0);
887 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)? "); 888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 889}
839 890
891void
840void Swap_Stat(object *op,int Swap_Second) 892Swap_Stat (object *op, int Swap_Second)
841{ 893{
842 signed char tmp; 894 signed char tmp;
843 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
844 896
845 if ( op->contr->Swap_First == -1 ) { 897 if (op->contr->Swap_First == -1)
898 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 899 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,"); 900 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"); 901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 902 return;
850 } 903 }
851 904
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 906
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 907 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));
856 908
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 910
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 912 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 913 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 914 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 915 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 916 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 917 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 918 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 919 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 920 op->stats.ac = 0;
869 921
870 op->level=1; 922 op->level = 1;
871 op->stats.exp=0; 923 op->stats.exp = 0;
872 op->stats.ac=0; 924 op->stats.ac = 0;
873 925
874 op->contr->levhp[1] = 9; 926 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 927 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 928 op->contr->levgrace[1] = 3;
877 929
878 fix_player(op); 930 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 931 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 932 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 933 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 934 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 935 op->contr->Swap_First = -1;
884} 936}
885 937
886 938
887/* This code has been greatly reduced, because with set_attr_value 939/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 940 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 941 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 942 * 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 943 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 944 * the number's access that stat. The table does that translation.
893 */ 945 */
946int
894int key_roll_stat(object *op, char key) 947key_roll_stat (object *op, char key)
895{ 948{
896 int keynum = key -'0'; 949 int keynum = key - '0';
897 char buf[MAX_BUF]; 950 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 952
900 if (keynum>0 && keynum<=7) { 953 if (keynum > 0 && keynum <= 7)
954 {
901 if (op->contr->Swap_First==-1) { 955 if (op->contr->Swap_First == -1)
956 {
902 op->contr->Swap_First=stat_trans[keynum]; 957 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 959 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 960 }
906 else 961 else
907 Swap_Stat(op,stat_trans[keynum]); 962 Swap_Stat (op, stat_trans[keynum]);
908 963
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 965 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 } 966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
920 978
921#if 0 979#if 0
922 /* So that enter_exit will put us at startx/starty */ 980 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 981 op->x = -1;
924 982
925 enter_exit(op,NULL); 983 enter_exit (op, NULL);
926#endif 984#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 985 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 986 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 987 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"); 988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 990 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 991 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 992 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 993 return 0;
935 } 994 }
936 case 'y': 995 case 'y':
937 case 'Y': 996 case 'Y':
938 roll_stats(op); 997 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 999 return 1;
941 1000
942 case 'q': 1001 case 'q':
943 case 'Q': 1002 case 'Q':
944 play_again(op); 1003 play_again (op);
945 return 1; 1004 return 1;
946 1005
947 default: 1006 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1008 return 0;
950 } 1009 }
951 return 0; 1010 return 0;
952} 1011}
953 1012
954/* This function takes the key that is passed, and does the 1013/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1014 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1015 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1016 * separate race and class; this actually changes the RACE,
958 * not the class. 1017 * not the class.
959 */ 1018 */
960 1019
1020int
961int key_change_class(object *op, char key) 1021key_change_class (object *op, char key)
962{ 1022{
963 int tmp_loop; 1023 int tmp_loop;
964 1024
965 if(key=='q'||key=='Q') { 1025 if (key == 'q' || key == 'Q')
1026 {
966 remove_ob(op); 1027 op->remove ();
967 play_again(op); 1028 play_again (op);
968 return 0; 1029 return 0;
969 } 1030 }
970 if(key=='d'||key=='D') { 1031 if (key == 'd' || key == 'D')
1032 {
971 char buf[MAX_BUF]; 1033 char buf[MAX_BUF];
972 1034
973 /* this must before then initial items are given */ 1035 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1036 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1037
1038 treasurelist *tl = find_treasurelist ("starting_wealth");
1039 if (tl)
1040 create_treasure (tl, op, 0, 0, 0);
1041
977 INVOKE_PLAYER (BIRTH, op->contr); 1042 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1043 INVOKE_PLAYER (LOGIN, op->contr);
979 1044
980 op->contr->state=ST_PLAYING; 1045 op->contr->state = ST_PLAYING;
981 1046
982 if (op->msg) { 1047 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1048 op->msg = NULL;
985 }
986 1049
987 /* We create this now because some of the unique maps will need it 1050 /* We create this now because some of the unique maps will need it
988 * to save here. 1051 * to save here.
989 */ 1052 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1054 make_path_to_file (buf);
992 1055
993#ifdef AUTOSAVE 1056#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1057 op->contr->last_save_tick = pticks;
995#endif 1058#endif
996 start_info(op); 1059 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1060 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1061 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1062 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1063 esrv_send_inventory (op, op);
1001 fix_player(op); 1064 fix_player (op);
1002 1065
1003 /* This moves the player to a different start map, if there 1066 /* This moves the player to a different start map, if there
1004 * is one for this race 1067 * is one for this race
1005 */ 1068 */
1006 if(*first_map_ext_path) { 1069 if (*first_map_ext_path)
1070 {
1007 object *tmp; 1071 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1072 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1073
1011 first_map_ext_path, op->arch->name); 1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1075 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1076 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1077 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1078 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1080 * if the map isn't there, then stay on the
1018 * default initial map */ 1081 * default initial map */
1019 free_object(tmp); 1082 tmp->destroy ();
1083 }
1020 } else { 1084 else
1085 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1086 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1087 }
1023 return 0; 1088 return 0;
1024 } 1089 }
1025 1090
1026 /* Following actually changes the race - this is the default command 1091 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1092 * if we don't match with one of the options above.
1028 */ 1093 */
1029 1094
1030 tmp_loop = 0; 1095 tmp_loop = 0;
1031 while(!tmp_loop) { 1096 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1097 {
1098 shstr name = op->name;
1033 int x = op->x, y = op->y; 1099 int x = op->x, y = op->y;
1100
1034 remove_statbonus(op); 1101 remove_statbonus (op);
1035 remove_ob (op); 1102 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1103 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1104 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1105 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1106 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1107 op->name = op->name_pl = name;
1041 op->name = name; 1108 op->x = x;
1042 free_string(op->name_pl); 1109 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 */ 1110 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1111 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1112 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1113 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1114 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1115 }
1116
1055 update_object(op,UP_OBJ_FACE); 1117 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1118 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1119 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1120 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1121 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1122 op->stats.grace = 0;
1123
1061 if (op->msg) 1124 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1127 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; 1128 return 0;
1065} 1129}
1066 1130
1131int
1067int key_confirm_quit(object *op, char key) 1132key_confirm_quit (object *op, char key)
1068{ 1133{
1069 char buf[MAX_BUF]; 1134 char buf[MAX_BUF];
1070 1135
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1072 op->contr->state=ST_PLAYING; 1138 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1140 return 1;
1075 } 1141 }
1076 1142
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1143 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1144 INVOKE_PLAYER (QUIT, op->contr);
1079 1145
1080 terminate_all_pets(op); 1146 terminate_all_pets (op);
1081 leave_map(op); 1147 leave_map (op);
1082 op->direction=0; 1148 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1150
1086 strcpy(op->contr->killer,"quit"); 1151 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1152 check_score (op);
1088 op->contr->party=NULL; 1153 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1154 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1155 op->contr->own_title[0] = '\0';
1091 1156
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1158 {
1159 maptile *mp, *next;
1094 1160
1095 /* We need to hunt for any per player unique maps in memory and 1161 /* 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, 1162 * 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 1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1164 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1101 next = mp->next; 1168 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1169 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1170 delete_map (mp);
1104 } 1171 }
1105 1172
1106 delete_character(op->name, 1); 1173 delete_character (op->name, 1);
1107 } 1174 }
1175
1108 play_again(op); 1176 play_again (op);
1109 return 1; 1177 return 1;
1110} 1178}
1111 1179
1180void
1112void flee_player(object *op) { 1181flee_player (object *op)
1182{
1113 int dir,diff; 1183 int dir, diff;
1114 rv_vector rv; 1184 rv_vector rv;
1115 1185
1116 if(op->stats.hp < 0) { 1186 if (op->stats.hp < 0)
1187 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1188 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1189 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1190 return;
1120 } 1191 }
1121 1192
1122 if(op->enemy==NULL) { 1193 if (op->enemy == NULL)
1194 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1195 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1196 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1197 return;
1126 } 1198 }
1127 1199
1128 /* Seen some crashes here. Since we don't store an 1200 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1201 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1202 * actual enemy, and the object is recycled.
1131 */ 1203 */
1132 if (op->enemy->map == NULL) { 1204 if (op->enemy->map == NULL)
1205 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1206 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1207 op->enemy = NULL;
1135 return; 1208 return;
1136 } 1209 }
1137 1210
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1211 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 {
1139 op->enemy=NULL; 1213 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1214 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1215 return;
1142 } 1216 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1217 get_rangevector (op, op->enemy, &rv, 0);
1144 1218
1145 dir=absdir(4+rv.direction); 1219 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1220 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 } 1221 {
1222 int m = 1 - (RANDOM () & 2);
1223
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return;
1227 }
1228 }
1153 /* Cornered, get rid of scared */ 1229 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1230 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1231 op->enemy = NULL;
1156} 1232}
1157 1233
1158 1234
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1235/* 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 1236 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1237 * stop.
1162 */ 1238 */
1239int
1163int check_pick(object *op) { 1240check_pick (object *op)
1241{
1164 object *tmp, *next; 1242 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1243 int stop = 0;
1167 int j, k, wvratio; 1244 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1245 char putstring[128], tmpstr[16];
1169 1246
1170
1171 /* if you're flying, you cna't pick up anything */ 1247 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1248 if (op->move_type & MOVE_FLYING)
1173 return 1; 1249 return 1;
1174 1250
1175 op_tag = op->count;
1176
1177 next = op->below; 1251 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1252
1181 /* loop while there are items on the floor that are not marked as 1253 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1254 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1255 while (next && !next->destroyed ())
1184 { 1256 {
1185 tmp = next; 1257 tmp = next;
1186 next = tmp->below; 1258 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1259
1190 if (was_destroyed (op, op_tag)) 1260 if (op->destroyed ())
1191 return 0; 1261 return 0;
1192 1262
1193 if ( ! can_pick (op, tmp)) 1263 if (!can_pick (op, tmp))
1194 continue; 1264 continue;
1195 1265
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1267 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1268 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1269 pick_up (op, tmp);
1200 continue; 1270 continue;
1201 } 1271 }
1202 1272
1203 /* high not bit set? We're using the old autopickup model */ 1273 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1274 if (!(op->contr->mode & PU_NEWMODE))
1275 {
1205 switch (op->contr->mode) { 1276 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1277 {
1207 case 1: pick_up (op, tmp); 1278 case 0:
1208 return 1; 1279 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1280 case 1:
1210 return 0; 1281 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1282 return 1;
1212 case 4: pick_up (op, tmp); 1283 case 2:
1213 break; 1284 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1285 return 0;
1215 stop = 1; 1286 case 3:
1216 break; 1287 return 0; /* stop before pickup */
1217 case 6: 1288 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1289 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1290 break;
1220 pick_up(op, tmp); 1291 case 5:
1221 break; 1292 pick_up (op, tmp);
1293 stop = 1;
1294 break;
1295 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1297 pick_up (op, tmp);
1298 break;
1222 1299
1223 case 7: 1300 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1301 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1302 pick_up (op, tmp);
1226 break; 1303 break;
1227 1304
1228 default: 1305 default:
1229 /* use value density */ 1306 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1309 pick_up (op, tmp);
1233 >= op->contr->mode) 1310 }
1234 pick_up(op,tmp); 1311 }
1235 } 1312 else
1236 } 1313 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1314 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1315 if (op->contr->mode & PU_DEBUG)
1240 { 1316 {
1241 /* some debugging code to figure out item information */ 1317 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1318 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1320 &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)))); 1321 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1323 &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); 1324 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1325
1252 sprintf(putstring,"...flags: "); 1326 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1327 for (k = 0; k < 4; k++)
1254 { 1328 {
1255 for(j=0;j<32;j++) 1329 for (j = 0; j < 32; j++)
1256 { 1330 {
1257 if((tmp->flags[k]>>j)&0x01) 1331 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1332 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1333 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1334 strcat (putstring, tmpstr);
1261 } 1335 }
1262 } 1336 }
1263 } 1337 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1339
1266#if 0 1340#if 0
1267 /* print the flags too */ 1341 /* print the flags too */
1268 for(k=0;k<4;k++) 1342 for (k = 0; k < 4; k++)
1269 { 1343 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1345 for (j = 0; j < 32; j++)
1272 { 1346 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1348 if (!((j + 1) % 4))
1275 } 1349 fprintf (stderr, " ");
1350 }
1276 fprintf(stderr," [%d]\n", k*32); 1351 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1352 }
1278#endif 1353#endif
1279 } 1354 }
1280 /* philosophy: 1355 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1356 * 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 1357 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1358 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1359 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1360 * example.
1286 * The drawback: right now it has no frontend, so you need to 1361 * 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 1362 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1363 * convert to decimal and then 'pickup <#>
1289 */ 1364 */
1290 1365
1291 /* the first two modes are exclusive: if NOTHING we return, if 1366 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1367 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1368 * meaning if any test passes, the item gets picked up. */
1294 1369
1295 /* if mode is set to pick nothing up, return */ 1370 /* if mode is set to pick nothing up, return */
1296 1371
1297 if(op->contr->mode & PU_NOTHING) return 1; 1372 if (op->contr->mode & PU_NOTHING)
1373 return 1;
1298 1374
1299 /* if mode is set to stop when encountering objects, return */ 1375 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1376 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1377 * anything up */
1302 1378
1303 if(op->contr->mode & PU_STOP) return 0; 1379 if (op->contr->mode & PU_STOP)
1380 return 0;
1304 1381
1305 /* useful for going into stores and not losing your settings... */ 1382 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1383 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1384 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1385 if (op->contr->mode & PU_INHIBIT)
1386 return 1;
1309 1387
1310 /* prevent us from turning into auto-thieves :) */ 1388 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1389 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1390 continue;
1312 1391
1313 /* ignore known cursed objects */ 1392 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1393 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1394 continue;
1315 1395
1316 /* all food and drink if desired */ 1396 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1397 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1398 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1399 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1400 {
1401 pick_up (op, tmp);
1402 continue;
1403 }
1404
1321 if(op->contr->mode & PU_DRINK) 1405 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1406 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; } 1407 {
1408 pick_up (op, tmp);
1409 continue;
1410 }
1324 1411
1325 if(op->contr->mode & PU_POTION) 1412 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1413 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1414 {
1415 pick_up (op, tmp);
1416 continue;
1417 }
1328 1418
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1419 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1420 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1421 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1426
1333 if(op->contr->mode & PU_SKILLSCROLL) 1427 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1428 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1336 if(op->contr->mode & PU_READABLES) 1434 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1435 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1339 1440
1340 /* wands/staves/rods/horns */ 1441 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1442 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1344 1448
1345 /* pick up all magical items */ 1449 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1450 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1451 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; } 1452 {
1453 pick_up (op, tmp);
1454 continue;
1455 }
1349 1456
1350 if(op->contr->mode & PU_VALUABLES) 1457 if (op->contr->mode & PU_VALUABLES)
1351 { 1458 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1459 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1460 {
1354 } 1461 pick_up (op, tmp);
1462 continue;
1463 }
1464 }
1355 1465
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1466 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1467 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1468 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1360 1473
1474 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1361 /* bows and arrows. Bows are good for selling! */ 1482 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1483 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1484 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1485 {
1486 pick_up (op, tmp);
1487 continue;
1488 }
1489
1365 if(op->contr->mode & PU_ARROW) 1490 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1491 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1368 1496
1369 /* all kinds of armor etc. */ 1497 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1498 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1499 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1373 if(op->contr->mode & PU_HELMET) 1505 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1506 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1376 if(op->contr->mode & PU_SHIELD) 1512 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1513 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1379 if(op->contr->mode & PU_BOOTS) 1519 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1520 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1382 if(op->contr->mode & PU_GLOVES) 1526 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1527 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 continue;
1531 }
1532
1385 if(op->contr->mode & PU_CLOAK) 1533 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1534 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1535 {
1536 pick_up (op, tmp);
1537 continue;
1538 }
1388 1539
1389 /* hoping to catch throwing daggers here */ 1540 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1541 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1393 1547
1394 /* careful: chairs and tables are weapons! */ 1548 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1549 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1550 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1551 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1552 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1555 {
1402 } 1556 pick_up (op, tmp);
1557 continue;
1558 }
1559 }
1560
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1561 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1562 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1564 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1565 pick_up (op, tmp);
1408 } 1566 continue;
1409 } 1567 }
1568 }
1569 }
1410 1570
1411 /* misc stuff that's useful */ 1571 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1572 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1574 {
1575 pick_up (op, tmp);
1576 continue;
1577 }
1415 1578
1416 /* any of the last 4 bits set means we use the ratio for value 1579 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1580 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1581 if (op->contr->mode & PU_RATIO)
1419 { 1582 {
1420 /* use value density to decide what else to grab */ 1583 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1584 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1585 /* >=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 */ 1586 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1587 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1589 {
1427 pick_up(op, tmp); 1590 pick_up (op, tmp);
1428#if 0 1591#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1592 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1593 if (tmp->name != NULL)
1594 {
1431 fprintf(stderr,"%s", tmp->name); 1595 fprintf (stderr, "%s", tmp->name);
1432 } 1596 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1597 else
1598 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1599 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1601#endif
1437 continue; 1602 continue;
1438 } 1603 }
1604 }
1605 } /* the new pickup model */
1439 } 1606 }
1440 } /* the new pickup model */ 1607
1441 }
1442 return ! stop; 1608 return !stop;
1443} 1609}
1444 1610
1445/* 1611/*
1446 * Find an arrow in the inventory and after that 1612 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1613 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1614 * found object is returned.
1449 */ 1615 */
1616object *
1450object *find_arrow(object *op, const char *type) 1617find_arrow (object *op, const char *type)
1451{ 1618{
1452 object *tmp = NULL; 1619 object *tmp = NULL;
1453 1620
1454 for(op=op->inv; op; op=op->below) 1621 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1622 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); 1623 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1624 else if (op->type == ARROW && op->race == type)
1459 return op; 1625 return op;
1460 return tmp; 1626 return tmp;
1461} 1627}
1462 1628
1463/* 1629/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1630 * 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 1631 * 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 1632 * 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. 1633 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1634 */
1469 1635
1636object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1637find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1638{
1472 object *tmp = NULL, *arrow, *ntmp; 1639 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1640 int attacknum, attacktype, betterby = 0, i;
1474 1641
1475 if (!type) 1642 if (!type)
1476 return NULL; 1643 return NULL;
1477 1644
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1645 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1646 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1647 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1648 {
1649 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1650 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1651 if (i > betterby)
1484 tmp = ntmp; 1652 {
1485 betterby = i; 1653 tmp = ntmp;
1486 } 1654 betterby = i;
1655 }
1656 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1657 else if (arrow->type == ARROW && arrow->race == type)
1658 {
1488 /* allways prefer assasination/slaying */ 1659 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1661 {
1491 if (arrow->attacktype & AT_DEATH) { 1662 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1663 {
1493 return arrow; 1664 *better = 100;
1494 } else { 1665 return arrow;
1495 tmp = arrow; 1666 }
1667 else
1668 {
1669 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1670 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1671 }
1498 } else { 1672 }
1673 else
1674 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 {
1500 attacktype = 1<<attacknum; 1677 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1678 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) { 1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1680 {
1681 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1683 }
1506 } 1684 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1686 {
1687 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1688 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1689 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1690 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1691 {
1692 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1693 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1694 }
1695 }
1696 }
1515 } 1697 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1698 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1699 return find_arrow (op, type);
1520 1700
1521 *better = betterby; 1701 *better = betterby;
1522 return tmp; 1702 return tmp;
1523} 1703}
1524 1704
1525/* looks in a given direction, finds the first valid target, and calls 1705/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1706 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1707 * op = the shooter
1528 * type = bow->race 1708 * type = bow->race
1529 * dir = fire direction 1709 * dir = fire direction
1530 */ 1710 */
1531 1711
1712object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1713pick_arrow_target (object *op, const char *type, int dir)
1533{ 1714{
1534 object *tmp = NULL; 1715 object *tmp = NULL;
1535 mapstruct *m; 1716 maptile *m;
1536 int i, mflags, found, number; 1717 int i, mflags, found, number;
1537 sint16 x, y; 1718 sint16 x, y;
1538 1719
1539 if (op->map == NULL) 1720 if (op->map == NULL)
1540 return find_arrow(op, type); 1721 return find_arrow (op, type);
1541 1722
1542 /* do a dex check */ 1723 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1724 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))) 1725 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1726 return find_arrow (op, type);
1546 1727
1547 m = op->map; 1728 m = op->map;
1548 x = op->x; 1729 x = op->x;
1549 y = op->y; 1730 y = op->y;
1550 1731
1551 /* find the first target */ 1732 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1733 for (i = 0, found = 0; i < 20; i++)
1734 {
1553 x += freearr_x[dir]; 1735 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1736 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1737 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1738 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1739 {
1557 tmp = NULL; 1740 tmp = NULL;
1558 break; 1741 break;
1742 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1743 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1744 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1745 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1746 * perhaps a bad assumption.
1562 */ 1747 */
1563 tmp = NULL; 1748 tmp = NULL;
1564 break; 1749 break;
1565 } 1750 }
1566 if (mflags & P_IS_ALIVE) { 1751 if (mflags & P_IS_ALIVE)
1752 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1753 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1754 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1755 {
1570 break; 1756 found++;
1571 } 1757 break;
1758 }
1572 if (found) 1759 if (found)
1573 break; 1760 break;
1574 } 1761 }
1575 } 1762 }
1576 if (tmp == NULL) 1763 if (tmp == NULL)
1577 return find_arrow(op, type); 1764 return find_arrow (op, type);
1578 1765
1579 if (tmp->head) 1766 if (tmp->head)
1580 tmp = tmp->head; 1767 tmp = tmp->head;
1581 1768
1582 return find_better_arrow(op, tmp, type, &i); 1769 return find_better_arrow (op, tmp, type, &i);
1583} 1770}
1584 1771
1585/* 1772/*
1586 * Creature fires a bow - op can be monster or player. Returns 1773 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1774 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1777 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1778 * 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 1779 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1780 * player fire modes.
1594 */ 1781 */
1782int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1784{
1598 object *left, *bow; 1785 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1786 int bowspeed, mflags;
1601 mapstruct *m; 1787 maptile *m;
1602 1788
1603 if (!dir) { 1789 if (!dir)
1790 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1792 return 0;
1606 } 1793 }
1607 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1795 bow = op->contr->ranges[range_bow];
1609 else { 1796 else
1797 {
1610 for(bow=op->inv; bow; bow=bow->below) 1798 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1799 /* 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. 1800 * don't need to switch back and forth between bows and weapons.
1613 */ 1801 */
1614 if(bow->type==BOW) 1802 if (bow->type == BOW)
1615 break; 1803 break;
1616 1804
1617 if (!bow) { 1805 if (!bow)
1806 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1808 return 0;
1620 } 1809 }
1621 } 1810 }
1622 if( !bow->race || !bow->skill) { 1811 if (!bow->race || !bow->skill)
1812 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1814 return 0;
1625 } 1815 }
1626 1816
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1818
1629 /* penalize ROF for bestarrow */ 1819 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1822 if (bowspeed < 1)
1633 bowspeed = 1; 1823 bowspeed = 1;
1634 1824
1635 if (arrow == NULL) { 1825 if (arrow == NULL)
1826 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1827 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 {
1637 if (op->type == PLAYER) 1829 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1830 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 */ 1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1832 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1833 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1834 return 0;
1644 } 1835 }
1645 } 1836 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1838 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1839 {
1840 return 0;
1841 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1845 return 0;
1653 } 1846 }
1654 1847
1655 /* this should not happen, but sometimes does */ 1848 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1849 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1850 {
1851 arrow->destroy ();
1852 return 0;
1853 }
1661 1854
1662 left = arrow; /* these are arrows left to the player */ 1855 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1856 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1857 if (arrow == NULL)
1858 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1860 return 0;
1668 return 0;
1669 } 1861 }
1670 set_owner(arrow, op); 1862 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1863 arrow->skill = bow->skill;
1673 1864
1674 arrow->direction=dir; 1865 arrow->direction = dir;
1675 arrow->x = sx; 1866 arrow->x = sx;
1676 arrow->y = sy; 1867 arrow->y = sy;
1677 1868
1678 if (op->type == PLAYER) { 1869 if (op->type == PLAYER)
1870 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1872 fix_player (op);
1681 } 1873 }
1682 1874
1683 SET_ANIMATION(arrow, arrow->direction); 1875 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1877 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1878 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1879 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1880 arrow->spellarg = strdup_local (arrow->slaying);
1689 1881
1690 /* Note that this was different for monsters - they got their level 1882 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1883 * added to the damage. I think the strength bonus is more proper.
1692 */ 1884 */
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 1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1698 /* update the speed */ 1888 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1890 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 1891
1704 if (arrow->speed < 1.0) 1892 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1893 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1894 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1895 arrow->speed_left = 0;
1708 1896
1709 if (op->type == PLAYER) { 1897 if (op->type == PLAYER)
1898 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1901 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 1902
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1904 }
1905 else
1906 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1907 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; 1908 arrow->level = op->level;
1721 } 1909 }
1910
1722 if (arrow->attacktype == AT_PHYSICAL) 1911 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1912 arrow->attacktype |= bow->attacktype;
1913
1724 if (bow->slaying != NULL) 1914 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1915 arrow->slaying = bow->slaying;
1726 1916
1727 arrow->map = m; 1917 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1918 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1920
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1921 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); 1922 insert_ob_in_map (arrow, m, op, 0);
1734 1923
1735 if (!was_destroyed(arrow, tag)) 1924 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1925 move_arrow (arrow);
1737 1926
1738 if (op->type == PLAYER) { 1927 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1928 {
1929 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1930 esrv_del_item (op->contr, left->count);
1741 else 1931 else
1742 esrv_send_item(op, left); 1932 esrv_send_item (op, left);
1743 } 1933 }
1934
1744 return 1; 1935 return 1;
1745} 1936}
1746 1937
1747/* Special fire code for players - this takes into 1938/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1939 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1940 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1941 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1942 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1943 * hence the function name.
1753 */ 1944 */
1945int
1754int player_fire_bow(object *op, int dir) 1946player_fire_bow (object *op, int dir)
1755{ 1947{
1756 int ret=0, wcmod=0; 1948 int ret = 0, wcmod = 0;
1757 1949
1758 if (op->contr->bowtype == bow_bestarrow) { 1950 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1951 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1952 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); 1953 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1957 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1959 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1960 else if (op->contr->bowtype == bow_threewide)
1961 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1962 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)]); 1963 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)]); 1964 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1965 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1966 else if (op->contr->bowtype == bow_spreadshot)
1967 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1968 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); 1969 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); 1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1971
1776 } else { 1972 }
1973 else
1974 {
1777 /* Simple case */ 1975 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1977 }
1780 return ret; 1978 return ret;
1781} 1979}
1782 1980
1783 1981
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1982/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1983 * Broken apart from 'fire' to keep it more readable.
1786 */ 1984 */
1985void
1787void fire_misc_object(object *op, int dir) 1986fire_misc_object (object *op, int dir)
1788{ 1987{
1789 object *item; 1988 object *item;
1790 1989
1791 if (!op->contr->ranges[range_misc]) { 1990 if (!op->contr->ranges[range_misc])
1991 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1993 return;
1794 } 1994 }
1795 1995
1796 item = op->contr->ranges[range_misc]; 1996 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1997 if (!item->inv)
1998 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1999 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2000 return;
1800 } 2001 }
1801 if (item->type == WAND) { 2002 if (item->type == WAND)
2003 {
1802 if(item->stats.food<=0) { 2004 if (item->stats.food <= 0)
2005 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2006 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)); 2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2008 return;
1806 } 2009 }
2010 }
1807 } else if (item->type == ROD || item->type==HORN) { 2011 else if (item->type == ROD || item->type == HORN)
2012 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2014 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2016 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2017 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)); 2018 else
1813 else 2019 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; 2020 return;
1817 } 2021 }
1818 } 2022 }
1819 2023
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2024 if (cast_spell (op, item, dir, item->inv, NULL))
2025 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2026 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2027 if (item->type == WAND)
2028 {
1823 if (!(--item->stats.food)) { 2029 if (!(--item->stats.food))
1824 object *tmp; 2030 {
1825 if (item->arch) { 2031 object *tmp;
2032
2033 if (item->arch)
2034 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2035 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2036 item->face = item->arch->clone.face;
1828 item->speed = 0; 2037 item->speed = 0;
1829 update_ob_speed(item); 2038 update_ob_speed (item);
1830 } 2039 }
1831 if ((tmp=is_player_inv(item))) 2040 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2041 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2042 }
1834 } 2043 }
1835 else if (item->type == ROD || item->type==HORN) { 2044 else if (item->type == ROD || item->type == HORN)
2045 {
1836 drain_rod_charge(item); 2046 drain_rod_charge (item);
1837 } 2047 }
1838 } 2048 }
1839} 2049}
1840 2050
1841/* Received a fire command for the player - go and do it. 2051/* Received a fire command for the player - go and do it.
1842 */ 2052 */
2053void
1843void fire(object *op,int dir) { 2054fire (object *op, int dir)
2055{
1844 int spellcost=0; 2056 int spellcost = 0;
1845 2057
1846 /* check for loss of invisiblity/hide */ 2058 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2059 if (action_makes_visible (op))
2060 make_visible (op);
1848 2061
1849 switch(op->contr->shoottype) { 2062 switch (op->contr->shoottype)
2063 {
1850 case range_none: 2064 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; 2065 return;
1887 default: 2066
2067 case range_bow:
2068 player_fire_bow (op, dir);
2069 return;
2070
2071 case range_magic: /* Casting spells */
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2073 return;
2074
2075 case range_misc:
2076 fire_misc_object (op, dir);
2077 return;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2103 return;
1890 } 2104 }
1891} 2105}
1892 2106
1893 2107
1894 2108
1901 * inv is the objects inventory to searched 2115 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2116 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2117 * This function can be called recursively to search containers.
1904 */ 2118 */
1905 2119
2120object *
1906object * find_key(object *pl, object *container, object *door) 2121find_key (object *pl, object *container, object *door)
1907{ 2122{
1908 object *tmp,*key; 2123 object *tmp, *key;
1909 2124
1910 /* Should not happen, but sanity checking is never bad */ 2125 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2126 if (container->inv == NULL)
2127 return NULL;
1912 2128
1913 /* First, lets try to find a key in the top level inventory */ 2129 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2131 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2132 if (door->type == DOOR && tmp->type == KEY)
2133 break;
1916 /* For sanity, we should really check door type, but other stuff 2134 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2135 * (like containers) can be locked with special keys
1918 */ 2136 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2138 break;
1921 } 2139 }
1922 /* No key found - lets search inventories now */ 2140 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2141 /* 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 2142 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2143 * a key, return
1926 */ 2144 */
1927 if (!tmp) { 2145 if (!tmp)
2146 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1929 /* No reason to search empty containers */ 2149 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2150 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2151 {
2152 if ((key = find_key (pl, tmp, door)) != NULL)
2153 return key;
2154 }
2155 }
2156 if (!tmp)
2157 return NULL;
1932 } 2158 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2159 /* 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 2160 * see if we actually want to use it
1938 */ 2161 */
1939 if (pl!=container) { 2162 if (pl != container)
2163 {
1940 /* Only let players use keys in containers */ 2164 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2165 if (!pl->contr)
2166 return NULL;
1942 /* cases where this fails: 2167 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2168 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2169 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2170 * If the container is not active, return now since only active
1946 * containers can be used. 2171 * containers can be used.
1947 * If we only search keyrings and the container does not have 2172 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2173 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2174 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2175 * inv must have been an container and must have been active.
1951 * 2176 *
1952 * Change the color so that the message doesn't disappear with 2177 * Change the color so that the message doesn't disappear with
1953 * all the others. 2178 * all the others.
1954 */ 2179 */
1955 if (pl->contr->usekeys == key_inventory || 2180 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2181 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2182 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2183 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2185 "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; 2186 return NULL;
1964 } 2187 }
1965 } 2188 }
1966 return tmp; 2189 return tmp;
1967} 2190}
1968 2191
1969/* moved door processing out of move_player_attack. 2192/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2193 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2194 * such that the caller should not do anything more,
1972 * 0 otherwise 2195 * 0 otherwise
1973 */ 2196 */
2197static int
1974static int player_attack_door(object *op, object *door) 2198player_attack_door (object *op, object *door)
1975{ 2199{
1976 2200
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2201 /* 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 - 2202 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2203 * otherwise, we fall through to the rest of the code.
1980 */ 2204 */
1981 object *key=find_key(op, op, door); 2205 object *key = find_key (op, op, door);
1982 2206
1983 /* IF we found a key, do some extra work */ 2207 /* IF we found a key, do some extra work */
1984 if (key) { 2208 if (key)
2209 {
1985 object *container=key->env; 2210 object *container = key->env;
1986 2211
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2213 if (action_makes_visible (op))
2214 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2217 if (door->type == DOOR)
2218 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2220 }
1993 else if(door->type==LOCKED_DOOR) { 2221 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2222 {
1995 "You open the door with the %s", query_short_name(key)); 2223 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 ;-) */ 2224 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2225 }
1998 /* Do this after we print the message */ 2226 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2227 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2228 /* Need to update the weight the container the key was in */
2001 if (container != op) 2229 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2230 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2231 return 1; /* Nothing more to do below */
2232 }
2004 } else if (door->type==LOCKED_DOOR) { 2233 else if (door->type == LOCKED_DOOR)
2234 {
2005 /* Might as well return now - no other way to open this */ 2235 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2237 return 1;
2008 } 2238 }
2009 return 0; 2239 return 0;
2010} 2240}
2011 2241
2012/* This function is just part of a breakup from move_player. 2242/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2243 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2244 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2245 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2246 * going to try and move (not fire weapons).
2017 */ 2247 */
2018 2248
2249void
2019void move_player_attack(object *op, int dir) 2250move_player_attack (object *op, int dir)
2020{ 2251{
2021 object *tmp, *mon; 2252 object *tmp, *mon;
2022 sint16 nx, ny; 2253 sint16 nx, ny;
2023 int on_battleground; 2254 int on_battleground;
2024 mapstruct *m; 2255 maptile *m;
2025 2256
2026 nx=freearr_x[dir]+op->x; 2257 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2258 ny = freearr_y[dir] + op->y;
2028 2259
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2260 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2261
2031 /* If braced, or can't move to the square, and it is not out of the 2262 /* 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 2263 * 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 2264 * 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 2265 * 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 2266 * 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 2267 * 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 2268 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2269 * move_ob uses.
2039 */ 2270 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2272 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2275 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2276 if (!m)
2044 } 2277 return; /* Don't think this should happen */
2045 else m =op->map; 2278 }
2046 2279 else
2280 m = op->map;
2281
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2285 return;
2050 } 2286 }
2051 2287
2052 mon = NULL; 2288 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2289 /* 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. 2290 * 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 2291 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2292 * on the space
2057 */ 2293 */
2058 while (tmp!=NULL) { 2294 while (tmp != NULL)
2295 {
2059 if (tmp == op) { 2296 if (tmp == op)
2060 tmp=tmp->above; 2297 {
2061 continue; 2298 tmp = tmp->above;
2062 } 2299 continue;
2300 }
2301
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2303 {
2065 break; 2304 mon = tmp;
2066 } 2305 break;
2306 }
2307
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2309 mon = tmp;
2310
2069 tmp=tmp->above; 2311 tmp = tmp->above;
2070 } 2312 }
2071 2313
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2314 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2315 return; /* into a wall */
2074 2316
2075 if(mon->head != NULL) 2317 if (mon->head != NULL)
2076 mon = mon->head; 2318 mon = mon->head;
2077 2319
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2321 if (player_attack_door (op, mon))
2322 return;
2080 2323
2081 /* The following deals with possibly attacking peaceful 2324 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2325 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2326 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2327 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2328 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2329 * and thus will not push them.
2087 */ 2330 */
2088 2331
2089 /* If the creature is a pet, push it even if the player is not 2332 /* 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 2333 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2334 * player owns it and it is either friendly or unagressive.
2092 */ 2335 */
2093 if ((op->type==PLAYER) 2336 if ((op->type == PLAYER)
2094#if COZY_SERVER 2337#if COZY_SERVER
2095 && 2338 &&
2096 ( 2339 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2341#else
2102 && get_owner(mon)==op 2342 && mon->owner == op
2103#endif 2343#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2345 {
2106 /* If we're braced, we don't want to switch places with it */ 2346 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2347 if (op->contr->braced)
2348 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2350 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2351 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op);
2111 return; 2353 return;
2112 } 2354 }
2113 2355
2114 /* in certain circumstances, you shouldn't attack friendly 2356 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2357 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2358 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2359 * attack them either.
2118 */ 2360 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2361 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2363#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2364 (op->contr->peaceful
2365 || (mon->type == PLAYER
2366 && mon->contr->
2367 peaceful)) &&
2124#else 2368#else
2125 op->contr->peaceful && 2369 op->contr->peaceful &&
2126#endif 2370#endif
2127 !on_battleground 2371 !on_battleground))
2372 {
2373 if (!op->contr->braced)
2128 )) { 2374 {
2129 if (!op->contr->braced) {
2130 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);
2131 (void) push_ob(mon,dir,op); 2376 (void) push_ob (mon, dir, op);
2132 } else { 2377 }
2378 else
2379 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2380 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2381 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2382 if (op->contr->tmp_invis || op->hide)
2136 } 2383 make_visible (op);
2384 }
2137 2385
2138 /* If the object is a boulder or other rollable object, then 2386 /* 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. 2387 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2388 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2390 {
2142 recursive_roll(mon,dir,op); 2391 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2392 if (action_makes_visible (op))
2144 } 2393 make_visible (op);
2394 }
2145 2395
2146 /* Any generic living creature. Including things like doors. 2396 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2397 * 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: 2398 * 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 2399 * 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. 2400 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2401 */
2152 2402
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2405 {
2156 2406
2157 /* If the player hasn't hit something this tick, and does 2407 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2408 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2409 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2410 * incurred a 1 tick offset.
2161 */ 2411 */
2162 if (!op->contr->has_hit) { 2412 if (!op->contr->has_hit)
2413 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2414 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2415
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2417 }
2167 2418
2168 skill_attack(mon, op, 0, NULL, NULL); 2419 skill_attack (mon, op, 0, NULL, NULL);
2169 2420
2170 /* If attacking another player, that player gets automatic 2421 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2422 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2423 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2424 * the wiz.
2174 */ 2425 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2426 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)) { 2427 {
2177 short luck = mon->stats.luck; 2428 short luck = mon->stats.luck;
2429
2178 mon->contr->has_hit = 1; 2430 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2431 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2432 mon->stats.luck = luck;
2181 } 2433 }
2182 if(action_makes_visible(op)) make_visible(op); 2434 if (action_makes_visible (op))
2183 } 2435 make_visible (op);
2436 }
2184 } /* if player should attack something */ 2437 } /* if player should attack something */
2185} 2438}
2186 2439
2440int
2187int move_player(object *op,int dir) { 2441move_player (object *op, int dir)
2442{
2188 int pick; 2443 int pick;
2189 2444
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2445 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; 2446 return 0;
2447
2448 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9))
2450 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0;
2453 }
2454
2455 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458
2459 op->facing = dir;
2460
2461 if (op->hide)
2462 do_hidden_move (op);
2463
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ;
2466 else if (op->contr->fire_on)
2467 fire (op, dir);
2468 else
2469 {
2470 move_player_attack (op, dir);
2471 pick = check_pick (op);
2472 }
2473
2474 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing.
2476 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir;
2480 }
2481 else
2482 {
2483 op->direction = 0;
2484 }
2485 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities
2487 * for players.
2488 */
2489 animate_object (op, op->facing);
2490 return 0;
2229} 2491}
2230 2492
2231/* This is similar to handle_player, below, but is only used by the 2493/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2494 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2495 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2496 * the new speed values for commands.
2235 * 2497 *
2236 * Returns true if there are more actions we can do. 2498 * Returns true if there are more actions we can do.
2237 */ 2499 */
2500int
2238int handle_newcs_player(object *op) 2501handle_newcs_player (object *op)
2239{ 2502{
2240 if (op->contr->hidden) { 2503 if (op->contr->hidden)
2504 {
2241 op->invisible = 1000; 2505 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2506 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2507 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2508 * alternate it here for it to work correctly.
2245 */ 2509 */
2246 if (pticks & 2) op->invisible--; 2510 if (pticks & 2)
2511 op->invisible--;
2247 } 2512 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2249 op->invisible--; 2515 op->invisible--;
2250 if(!op->invisible) { 2516 if (!op->invisible)
2517 {
2251 make_visible(op); 2518 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2520 }
2254 } 2521 }
2255 2522
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2523 if (QUERY_FLAG (op, FLAG_SCARED))
2524 {
2257 flee_player(op); 2525 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2526 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2260 op->speed_left--; 2529 op->speed_left--;
2261 return 0; 2530 return 0;
2262 } 2531 }
2263 } 2532 }
2264 2533
2265 /* I've been seeing crashes where the golem has been destroyed, but 2534 /* 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 2535 * 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 2536 * 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. 2537 * put this in a a workaround to clean up the golem pointer.
2269 */ 2538 */
2270 if (op->contr->ranges[range_golem] && 2539 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; 2540 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2541
2277 /* call this here - we also will call this in do_ericserver, but 2542 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2543 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2544 * called, so we recheck it here.
2280 */ 2545 */
2281 HandleClient(&op->contr->socket, op->contr); 2546 HandleClient (op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2547 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; 2548 return 0;
2297}
2298 2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction);
2560 if (op->speed_left > 0)
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0;
2566}
2567
2568int
2299int save_life(object *op) { 2569save_life (object *op)
2570{
2300 object *tmp; 2571 object *tmp;
2301 2572
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2573 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; 2574 return 0;
2575
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584
2585 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587
2588 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp;
2590
2591 if (op->stats.food < 0)
2592 op->stats.food = 999;
2593
2594 fix_player (op);
2595 return 1;
2596 }
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */
2600 return 0;
2327} 2601}
2328 2602
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2603/* 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 2604 * 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 2605 * function will descend into containers. op is the object to start the search
2332 * from. 2606 * from.
2333 */ 2607 */
2608void
2334void remove_unpaid_objects(object *op, object *env) 2609remove_unpaid_objects (object *op, object *env)
2335{ 2610{
2336 object *next; 2611 object *next;
2337 2612
2338 while (op) { 2613 while (op)
2614 {
2339 next=op->below; /* Make sure we have a good value, in case 2615 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2616 * we remove object 'op'
2341 */ 2617 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2619 {
2620 op->remove ();
2344 op->x = env->x; 2621 op->x = env->x;
2345 op->y = env->y; 2622 op->y = env->y;
2346 if (env->type == PLAYER) 2623 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2624 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2625 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2626 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2627 else if (op->inv)
2351 op=next; 2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2352 } 2630 }
2353} 2631}
2354 2632
2355 2633
2356/* 2634/*
2358 * Moved from apply.c to player.c - player.c is what 2636 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2637 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2638 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2639 * but there isn't one in the server directory.
2362 */ 2640 */
2641char *
2363char *gravestone_text (object *op) 2642gravestone_text (object *op)
2364{ 2643{
2365 static char buf2[MAX_BUF]; 2644 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2645 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2646 time_t now = time (NULL);
2368 2647
2369 strcpy (buf2, " R.I.P.\n\n"); 2648 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2649 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2651 else
2373 sprintf (buf, "%s\n", op->name); 2652 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2653 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2654 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2655 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2656 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2657 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2660 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2661 if (op->type == PLAYER)
2662 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2663 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2664 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2665 strcat (buf2, buf);
2386 } 2666 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2669 strcat (buf2, buf);
2390 return buf2; 2670 return buf2;
2391} 2671}
2392 2672
2393 2673
2394 2674
2675void
2395void do_some_living(object *op) { 2676do_some_living (object *op)
2677{
2396 int last_food=op->stats.food; 2678 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2679 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2680 int over_hp, over_sp, over_grace;
2399 int i; 2681 int i;
2400 int rate_hp = 1200; 2682 int rate_hp = 1200;
2401 int rate_sp = 2500; 2683 int rate_sp = 2500;
2402 int rate_grace = 2000; 2684 int rate_grace = 2000;
2403 const int max_hp = 1; 2685 const int max_hp = 1;
2404 const int max_sp = 1; 2686 const int max_sp = 1;
2405 const int max_grace = 1; 2687 const int max_grace = 1;
2406 2688
2407 if (op->contr->outputs_sync) { 2689 if (op->contr->outputs_sync)
2690 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2692 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]); 2693 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2694 }
2413 2695
2414 if(op->contr->state==ST_PLAYING) { 2696 if (op->contr->state == ST_PLAYING)
2697 {
2415 2698
2416 /* these next three if clauses make it possible to SLOW DOWN 2699 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2700 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2701 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2703 else
2704 {
2421 gen_hp = op->stats.maxhp; 2705 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2707 }
2424 if(op->contr->gen_sp >= 0 ) 2708 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2710 else
2711 {
2427 gen_sp = op->stats.maxsp; 2712 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2714 }
2430 if(op->contr->gen_grace >= 0) 2715 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2717 else
2718 {
2433 gen_grace = op->stats.maxgrace; 2719 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2721 }
2436 2722
2437 /* Regenerate Spell Points */ 2723 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2726 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) { 2727 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2728 {
2729 op->stats.sp++;
2442 /* dms do not consume food */ 2730 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2732 {
2733 op->stats.food--;
2445 if(op->contr->digestion<0) 2734 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2735 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2736 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; 2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2450 } 2764 }
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 2765
2471 /* Regenerate Grace */ 2766 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2768 if (--op->last_grace < 0)
2769 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2770 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2771 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2772 if (max_grace > 1)
2773 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2775 if (over_grace > 0)
2479 op->stats.sp += over_grace 2776 {
2777 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; 2778 + (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; 2779 op->last_grace = 0;
2482 } else { 2780 }
2781 else
2782 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2783 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2784 }
2485 } else { 2785 }
2786 else
2787 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2789 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2790 /* wearing stuff doesn't detract from grace generation. */
2489 } 2791 }
2490 2792
2491 /* Regenerate Hit Points */ 2793 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2794 if (--op->last_heal < 0)
2795 {
2493 if(op->stats.hp<op->stats.maxhp) { 2796 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2797 {
2798 op->stats.hp++;
2495 /* dms do not consume food */ 2799 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2800 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2801 {
2802 op->stats.food--;
2498 if(op->contr->digestion<0) 2803 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2804 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2805 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; 2806 op->stats.food = last_food;
2807 }
2808 }
2809 if (max_hp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2815 op->last_heal = 0;
2816 }
2817 else
2818 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2820 }
2821 }
2822 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 }
2503 } 2826 }
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 2827
2519 /* Digestion */ 2828 /* Digestion */
2520 if(--op->last_eat<0) { 2829 if (--op->last_eat < 0)
2830 {
2521#ifdef COZY_SERVER 2831#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2834#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2835 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 2836#endif
2529 2837
2530 if(op->contr->gen_hp > 0) 2838 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2840 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2842 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2843 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2844 op->stats.food--;
2845 }
2537 } 2846 }
2538 2847
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2849 {
2540 object *tmp, *flesh=NULL; 2850 object *tmp, *flesh = NULL;
2541 2851
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2853 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2859 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2860 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2861 break;
2549 } 2862 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2863 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2864 flesh = tmp;
2552 } /* end of for loop */ 2865 } /* End if paid for object */
2866 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2867 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2868 * eat flesh instead.
2555 */ 2869 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2873 manual_apply (op, flesh, 0);
2559 } 2874 }
2560 } /* end if player is starving */ 2875 } /* end if player is starving */
2561 2876
2562 while(op->stats.food<0&&op->stats.hp>0) 2877 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2878 op->stats.food++, op->stats.hp--;
2564 2879
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2881 kill_player (op);
2567} 2882}
2568 2883
2569 2884
2570 2885
2571/* If the player should die (lack of hp, food, etc), we call this. 2886/* 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 2887 * 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 2888 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2889 * file.
2575 */ 2890 */
2891void
2576void kill_player(object *op) 2892kill_player (object *op)
2577{ 2893{
2578 char buf[MAX_BUF]; 2894 char buf[MAX_BUF];
2579 int x,y,i; 2895 int x, y;
2896
2897 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2898 maptile *map; /* this is for resurrection */
2899
2581 int z; 2900 /* int z;
2582 int num_stats_lose; 2901 int num_stats_lose;
2583 int lost_a_stat; 2902 int lost_a_stat;
2584 int lose_this_stat; 2903 int lose_this_stat;
2585 int this_stat; 2904 int this_stat; */
2586 int will_kill_again; 2905 int will_kill_again;
2587 archetype *at; 2906 archetype *at;
2588 object *tmp; 2907 object *tmp;
2589 2908
2590 if(save_life(op)) 2909 if (save_life (op))
2591 return; 2910 return;
2592 2911
2593 2912
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2913 /* 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. 2914 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2915 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2916 */
2598 if (op_on_battleground(op, &x, &y)) { 2917 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2918 {
2600 "You have been defeated in combat!"); 2919 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, 2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2921
2603
2604 /* restore player */ 2922 /* restore player */
2605 at = find_archetype("poisoning"); 2923 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2924 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2925 if (tmp)
2608 remove_ob(tmp); 2926 {
2609 free_object(tmp); 2927 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2929 }
2612 2930
2613 at = find_archetype("confusion"); 2931 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2933 if (tmp)
2616 remove_ob(tmp); 2934 {
2617 free_object(tmp); 2935 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2937 }
2620 2938
2621 cure_disease(op,0); /* remove any disease */ 2939 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2940 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2941 if (op->stats.food <= 0)
2624 2942 op->stats.food = 999;
2943
2625 /* create a bodypart-trophy to make the winner happy */ 2944 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2945 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2946 if (tmp != NULL)
2628 { 2947 {
2629 sprintf(buf,"%s's finger",op->name); 2948 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2949 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2950 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2951 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2953 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2954 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2955 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2957 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2958 }
2959
2642 /* teleport defeated player to new destination*/ 2960 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2961 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2962 op->contr->braced = 0;
2645 return; 2963 return;
2646 } 2964 }
2647 2965
2648 INVOKE_PLAYER (DEATH, op->contr); 2966 INVOKE_PLAYER (DEATH, op->contr);
2649 2967
2650 command_kill_pets (op, 0); 2968 command_kill_pets (op, 0);
2651 2969
2652 if(op->stats.food<0) { 2970 if (op->stats.food < 0)
2971 {
2653 if (op->contr->explore) { 2972 if (op->contr->explore)
2973 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2974 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..."); 2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2976 op->stats.food = 999;
2657 return; 2977 return;
2658 } 2978 }
2659 sprintf(buf,"%s starved to death.",op->name); 2979 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2980 strcpy (op->contr->killer, "starvation");
2981 }
2982 else
2661 } 2983 {
2662 else {
2663 if (op->contr->explore) { 2984 if (op->contr->explore)
2985 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2986 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..."); 2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2988 op->stats.hp = op->stats.maxhp;
2667 return; 2989 return;
2668 } 2990 }
2669 sprintf(buf,"%s died.",op->name); 2991 sprintf (buf, "%s died.", &op->name);
2670 } 2992 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2994
2673 /* save the map location for corpse, gravestone*/ 2995 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2675 2999
2676 3000
2677 if (settings.not_permadeth == TRUE) { 3001 if (settings.not_permadeth == TRUE)
3002 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3003 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3004 * 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. 3005 * See the config.h file for a little more in depth detail about this.
2681 */ 3006 */
2682 3007
2683 /* Basically two ways to go - remove a stat permanently, or just 3008 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3009 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3010 * of death.
2686 */ 3011 */
2687#ifndef COZY_SERVER 3012#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3013 if (settings.balanced_stat_loss)
3014 {
2689 /* If stat loss is permanent, lose one stat only. */ 3015 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3016 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3017 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3018 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3019 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3020 little bit harder. */
2695 /* GD */ 3021 /* GD */
2696 if (settings.stat_loss_on_death) 3022 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3023 num_stats_lose = 1;
2698 else 3024 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3026 }
3027 else
3028 {
2701 num_stats_lose = 1; 3029 num_stats_lose = 1;
2702 } 3030 }
2703 lost_a_stat = 0; 3031 lost_a_stat = 0;
2704 3032
2705 for (z=0; z<num_stats_lose; z++) { 3033 for (z = 0; z < num_stats_lose; z++)
3034 {
2706 i = RANDOM() % NUM_STATS; 3035 i = RANDOM () % NUM_STATS;
2707 3036
2708 if (settings.stat_loss_on_death) { 3037 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 3038 {
2723 dep = present_arch_in_ob(deparch,op); 3039 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3040 * what he lost.
2725 dep = arch_to_object(deparch); 3041 */
2726 insert_ob_in_ob(dep, op); 3042 change_attr_value (&(op->stats), i, -1);
2727 } 3043 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3044 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3045 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3047 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 3048 }
2756 if (lose_this_stat) { 3049 else
3050 {
3051 /* deplete a stat */
3052 archetype *deparch = archetype::find ("depletion");
3053 object *dep;
3054
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 {
3058 dep = arch_to_object (deparch);
3059 insert_ob_in_ob (dep, op);
3060 }
3061 lose_this_stat = 1;
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0)
3068 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3097 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3098 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3099 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3100 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3101 * difference.
2763 */ 3102 */
2764 if (this_stat>=-50) { 3103 if (this_stat >= -50)
3104 {
2765 change_attr_value(&(dep->stats), i, -1); 3105 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3106 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3108 fix_player (op);
2769 lost_a_stat = 1; 3109 lost_a_stat = 1;
2770 } 3110 }
2771 } 3111 }
2772 } 3112 }
2773 } 3113 }
2774 /* If no stat lost, tell the player. */ 3114 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3115 if (!lost_a_stat)
2776 { 3116 {
2777 /* determine_god() seems to not work sometimes... why is this? 3117 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3118 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3119 const char *god = determine_god (op);
3120
2780 if (god && (strcmp(god, "none"))) 3121 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3122 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" 3123 else
2783 " you.", god); 3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3125 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3126#else
2786 " feel a holy presence protecting you."); 3127 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 3128#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 3129
2792 /* Put a gravestone up where the character 'almost' died. List the 3130 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3131 * exp loss on the stone.
2794 */ 3132 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3133 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3134 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3135 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3136 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3137 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3138 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" 3139 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; 3140 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3141 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3142
2809 /**************************************/ 3143 /**************************************/
2810 /* */ 3144 /* */
2811 /* Subtract the experience points, */ 3145 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3146 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3147 /* food, and reset HP's... */
2814 /* */ 3148 /* */
2815 /**************************************/ 3149 /**************************************/
2816 3150
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3151 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3152 /* restore player */
2819 at = find_archetype("poisoning"); 3153 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3154 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3155
2822 remove_ob(tmp); 3156 if (tmp)
2823 free_object(tmp); 3157 {
3158 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3160 }
2826 3161
2827 at = find_archetype("confusion"); 3162 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3163 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3164 if (tmp)
2830 remove_ob(tmp); 3165 {
2831 free_object(tmp); 3166 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3168 }
3169
2834 cure_disease(op,0); /* remove any disease */ 3170 cure_disease (op, 0); /* remove any disease */
2835 3171
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3172 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3173 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3174 if (op->stats.food < 100)
3175 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3176 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3179
2843 /* 3180 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3181 * 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 3182 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3183 * in the map.
2847 */ 3184 */
2848 3185
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3186 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3187 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3188
2857 /****************************************/ 3189 /****************************************/
2858 /* */ 3190 /* */
2859 /* Move player to his current respawn- */ 3191 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3192 /* position (usually last savebed) */
2861 /* */ 3193 /* */
2862 /****************************************/ 3194 /****************************************/
2863 3195
2864 enter_player_savebed(op); 3196 enter_player_savebed (op);
2865 3197
2866 /* Save the player before inserting the force to reduce 3198 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3199 * chance of abuse.
2868 */ 3200 */
2869 op->contr->braced=0; 3201 op->contr->braced = 0;
2870 save_player(op,1); 3202 save_player (op, 1);
2871 3203
2872 /* it is possible that the player has blown something up 3204 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3205 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3206 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3207 * on the space that might harm the player.
2876 */ 3208 */
2877 will_kill_again=0; 3209 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3211 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3212 will_kill_again |= tmp->attacktype;
2881 } 3213
2882 if (will_kill_again) { 3214 if (will_kill_again)
3215 {
2883 object *force; 3216 object *force;
2884 int at; 3217 int at;
2885 3218
2886 force=get_archetype(FORCE_NAME); 3219 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3220 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3221 force->speed = 0.1;
2889 force->speed_left=-5.0; 3222 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3223 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3224 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3225 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3226 force->resist[at] = 100;
2894 } 3227
2895 insert_ob_in_ob(force, op); 3228 insert_ob_in_ob (force, op);
2896 fix_player(op); 3229 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3230
3231 }
3232
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3234 return;
2908 } /* NOT_PERMADETH */ 3235 } /* NOT_PERMADETH */
2909 else { 3236 else
3237 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3239 * should probably be embedded in an else statement.
2912 */ 3240 */
2913 3241
2914 op->contr->party=NULL; 3242 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3243 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3244 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3246 check_score (op);
3247
2919 if(op->contr->ranges[range_golem]!=NULL) { 3248 if (op->contr->ranges[range_golem])
3249 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3250 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3251 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3252 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3253 }
2925 } 3254
2926 loot_object(op); /* Remove some of the items for good */ 3255 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3256 op->remove ();
2928 op->direction=0; 3257 op->direction = 0;
2929 3258
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
2931 delete_character(op->name,0); 3261 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3262 if (settings.resurrection == TRUE)
3263 {
2933 /* save playerfile sans equipment when player dies 3264 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3265 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3266 ** type spells will work on them nicely
2936 */ 3267 */
2937 delete_character(op->name,0); 3268 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3269 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3270 op->stats.food = 999;
2940 3271
2941 /* set the location of where the person will reappear when */ 3272 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3273 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3275 if (op->map != NULL)
2945 op->map = NULL; 3276 op->map = NULL;
2946 op->x = settings.emergency_x; 3277 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3278 op->y = settings.emergency_y;
2948 save_player(op,0); 3279 save_player (op, 0);
2949 op->map = map; 3280 op->map = map;
2950 /* please see resurrection.c: peterm */ 3281 /* please see resurrection.c: peterm */
2951 dead_player(op); 3282 dead_player (op);
2952 } else { 3283 }
3284 else
2953 delete_character(op->name,1); 3285 delete_character (op->name, 1);
2954 } 3286 }
2955 } 3287
2956 play_again(op); 3288 play_again (op);
2957 3289
2958 /* peterm: added to create a corpse at deathsite. */ 3290 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3292 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3293 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3294 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3295 tmp->x = x;
2965 if (tmp->msg) 3296 tmp->y = y;
2966 free_string(tmp->msg); 3297 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3298 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3299 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3300 }
2971} 3301}
2972 3302
2973 3303
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3304void
3305loot_object (object *op)
3306{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3307 object *tmp, *tmp2, *next;
2976 3308
2977 if (op->container) { /* close open sack first */ 3309 if (op->container)
3310 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3311 esrv_apply_container (op, op->container);
2979 } 3312 }
2980 3313
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3314 for (tmp = op->inv; tmp != NULL; tmp = next)
3315 {
2982 next=tmp->below; 3316 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3317 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3318 continue;
3319 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3320 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3321 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3322 { /* empty container to ground */
2988 } 3323 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3324 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3326 {
2991 if(tmp->nrof>1) { 3327 if (tmp->nrof > 1)
3328 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3330 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3331 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 }
3333 else
3334 tmp->destroy ();
3335 }
2995 } else 3336 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3337 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3338 }
3000} 3339}
3001 3340
3002/* 3341/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3342 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3343 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3344 * was changed.
3006 */ 3345 */
3007 3346
3347void
3008void fix_weight(void) { 3348fix_weight (void)
3349{
3009 player *pl; 3350 player *pl;
3351
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355
3012 if(old == sum) 3356 if (old == sum)
3013 continue; 3357 continue;
3014 fix_player(pl->ob); 3358 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3360 }
3018} 3361}
3019 3362
3363void
3020void fix_luck(void) { 3364fix_luck (void)
3365{
3021 player *pl; 3366 player *pl;
3367
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3368 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3369 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3370 change_luck (pl->ob, 0);
3025} 3371}
3026 3372
3027 3373
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3374/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3375 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3376 * just treat this as any other spell casting object.
3031 */ 3377 */
3032 3378
3033void 3379void
3034cast_dust (object * op, object * throw_ob, int dir) 3380cast_dust (object *op, object *throw_ob, int dir)
3035{ 3381{
3036 object *skop, *spob; 3382 object *skop, *spob;
3037 3383
3038 skop = find_skill_by_name (op, throw_ob->skill); 3384 skop = find_skill_by_name (op, throw_ob->skill);
3039 3385
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3386 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3387 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3388 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3389 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3390 return;
3046 } 3391 }
3047 3392
3048 spob = throw_ob->inv; 3393 spob = throw_ob->inv;
3049 3394
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3395 // 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 3396 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3397 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3398 if (!spob)
3054 { 3399 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3400 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; 3401 return;
3058 } 3402 }
3059 3403
3060 if (op->type == PLAYER) 3404 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3405 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3406
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3407 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3408
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3409 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3410}
3069 3411
3412void
3070void make_visible (object *op) { 3413make_visible (object *op)
3414{
3071 op->hide = 0; 3415 op->hide = 0;
3072 op->invisible = 0; 3416 op->invisible = 0;
3073 if(op->type==PLAYER) { 3417 if (op->type == PLAYER)
3418 {
3074 op->contr->tmp_invis = 0; 3419 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3420 op->contr->invis_race = 0;
3076 } 3421 }
3077 update_object(op,UP_OBJ_FACE); 3422 update_object (op, UP_OBJ_FACE);
3078} 3423}
3079 3424
3425int
3080int is_true_undead(object *op) { 3426is_true_undead (object *op)
3427{
3081 object *tmp=NULL; 3428 object *tmp = NULL;
3082 3429
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1;
3084 3432
3085 if(op->type==PLAYER) 3433 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3089 return 0; 3438 return 0;
3090} 3439}
3091 3440
3092/* look at the surrounding terrain to determine 3441/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3442 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3443 * indicate greater hideability.
3095 */ 3444 */
3096 3445
3446int
3097int hideability(object *ob) { 3447hideability (object *ob)
3448{
3098 int i,level=0, mflag; 3449 int i, level = 0, mflag;
3099 sint16 x,y; 3450 sint16 x, y;
3100 3451
3101 if(!ob||!ob->map) return 0; 3452 if (!ob || !ob->map)
3453 return 0;
3102 3454
3103 /* so, on normal lighted maps, its hard to hide */ 3455 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3456 level = ob->map->darkness - 2;
3105 3457
3106 /* this also picks up whether the object is glowing. 3458 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3459 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3460 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3461 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness));
3110 3463
3111 /* scan through all nearby squares for terrain to hide in */ 3464 /* 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]) { 3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3468 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue;
3471 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3473 level += 2;
3117 else /* open terrain! */ 3474 else /* open terrain! */
3118 level -= 1; 3475 level -= 1;
3119 } 3476 }
3120 3477
3121#if 0 3478#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3479 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3480#endif
3124 return level; 3481 return level;
3125} 3482}
3126 3483
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3484/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3485 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3486 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3487 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3488 */
3132 3489
3490void
3133void do_hidden_move (object *op) { 3491do_hidden_move (object *op)
3492{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3494 object *skop;
3136 3495
3137 if(!op || !op->map) return; 3496 if (!op || !op->map)
3497 return;
3138 3498
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3500
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3501 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3502 if (op->type == PLAYER && op->contr->run_on)
3503 {
3143 if(!skop || num >= skop->level) { 3504 if (!skop || num >= skop->level)
3505 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3507 make_visible (op);
3146 return; 3508 return;
3147 } else num += 20; 3509 }
3510 else
3511 num += 20;
3148 } 3512 }
3149 num += op->map->difficulty; 3513 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3514 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3515 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 {
3153 make_visible(op); 3518 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3519 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3521 }
3157 else if (op->type == PLAYER && skop) { 3522 else if (op->type == PLAYER && skop)
3523 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3525 }
3160} 3526}
3161 3527
3162/* determine if who is standing near a hostile creature. */ 3528/* determine if who is standing near a hostile creature. */
3163 3529
3530int
3164int stand_near_hostile( object *who ) { 3531stand_near_hostile (object *who)
3532{
3165 object *tmp=NULL; 3533 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3534 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3535 maptile *m;
3168 sint16 x,y; 3536 sint16 x, y;
3169 3537
3170 if(!who) return 0; 3538 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; 3539 return 0;
3540
3541 if (who->type == PLAYER)
3542 player = 1;
3543
3544 else
3545 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3546
3547 /* search adjacent squares */
3548 for (i = 1; i < 9; i++)
3549 {
3550 x = who->x + freearr_x[i];
3551 y = who->y + freearr_y[i];
3552 m = who->map;
3553 mflags = get_map_flags (m, &m, x, y, &x, &y);
3554 /* space must be blocked if there is a monster. If not
3555 * blocked, don't need to check this space.
3556 */
3557 if (mflags & P_OUT_OF_MAP)
3558 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue;
3561
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3563 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1;
3566 else if (tmp->type == PLAYER)
3567 {
3568 /*don't let a hidden DM prevent you from hiding */
3569 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3570 return 1;
3571 }
3572 }
3573 }
3574 return 0;
3200} 3575}
3201 3576
3202/* check the player los field for viewability of the 3577/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3578 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3579 * 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. 3586 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3587 * -b.t.
3213 * This function is now map tiling safe. 3588 * This function is now map tiling safe.
3214 */ 3589 */
3215 3590
3591int
3216int player_can_view (object *pl,object *op) { 3592player_can_view (object *pl, object *op)
3593{
3217 rv_vector rv; 3594 rv_vector rv;
3218 int dx,dy; 3595 int dx, dy;
3219 3596
3220 if(pl->type!=PLAYER) { 3597 if (pl->type != PLAYER)
3598 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3599 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; 3600 return -1;
3247 op = op->more;
3248 } 3601 }
3602 if (!pl || !op)
3249 return 0; 3603 return 0;
3604
3605 if (op->head)
3606 {
3607 op = op->head;
3608 }
3609 get_rangevector (pl, op, &rv, 0x1);
3610
3611 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any
3613 * part that is in the los array but isnt on
3614 * a blocked los square.
3615 * we use the archetype to figure out offsets.
3616 */
3617 while (op)
3618 {
3619 dx = rv.distance_x + op->arch->clone.x;
3620 dy = rv.distance_y + op->arch->clone.y;
3621
3622 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values.
3625 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3629 return 1;
3630 op = op->more;
3631 }
3632 return 0;
3250} 3633}
3251 3634
3252/* routine for both players and monsters. We call this when 3635/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3636 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3637 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3638 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3639 * return 0.
3257 */ 3640 */
3641int
3258int action_makes_visible (object *op) { 3642action_makes_visible (object *op)
3643{
3259 3644
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3648 return 0;
3263 3649
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3650 if (op->contr && op->contr->tmp_invis == 0)
3651 return 0;
3265 3652
3266 /* If monsters, they should become visible */ 3653 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3654 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3655 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3657 return 1;
3270 } 3658 }
3271 } 3659 }
3272 return 0; 3660 return 0;
3273} 3661}
3274 3662
3275/* op_on_battleground - checks if the given object op (usually 3663/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3664 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3665 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3666 * -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 3667 * 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 3668 * 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 3669 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3670 */
3671int
3283int op_on_battleground (object *op, int *x, int *y) { 3672op_on_battleground (object *op, int *x, int *y)
3673{
3284 object *tmp; 3674 object *tmp;
3285 3675
3286 /* A battleground-tile needs the following attributes to be valid: 3676 /* 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), 3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3679 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3680 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3681 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3683 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3688 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3689 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 {
3299 object *invtmp; 3692 object *invtmp;
3693
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3695 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3697 {
3698 if (x != NULL && y != NULL)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3700 return 1;
3701 }
3702 }
3703 }
3303 if (x != NULL && y != NULL) 3704 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3706 return 1;
3306 } 3707 }
3307 } 3708 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3709 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3710 /* If we got here, did not find a battleground */
3316 return 0; 3711 return 0;
3317} 3712}
3318 3713
3319/* 3714/*
3323 * attributes: 3718 * attributes:
3324 * object *who the dragon player 3719 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3720 * int atnr the attack-number of the ability focus
3326 * int level ability level 3721 * int level ability level
3327 */ 3722 */
3723void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3724dragon_ability_gain (object *who, int atnr, int level)
3725{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3726 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3727 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3728 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3729 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3730 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3731 int i = 0, j = 0;
3335 3732
3336 /* get the appropriate treasurelist */ 3733 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3734 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3735 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3736 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3737 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3738 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3739 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3740 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3741 trlist = find_treasurelist ("dragon_ability_poison");
3345 3742
3346 if (trlist == NULL || who->type != PLAYER) 3743 if (trlist == NULL || who->type != PLAYER)
3347 return; 3744 return;
3348 3745
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3747
3351
3352 if (tr == NULL || tr->item == NULL) { 3748 if (tr == NULL || tr->item == NULL)
3749 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3751 return;
3355 } 3752 }
3356 3753
3357 /* everything seems okay - now bring on the gift: */ 3754 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3755 item = &(tr->item->clone);
3359 3756
3360 if (item->type == SPELL) { 3757 if (item->type == SPELL)
3758 {
3361 if (check_spell_known (who, item->name)) 3759 if (check_spell_known (who, item->name))
3362 return; 3760 return;
3363 3761
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3762 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); 3763 do_learn_spell (who, item, 0);
3366 return; 3764 return;
3367 } 3765 }
3368 3766
3369 /* grant direct spell */ 3767 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3768 if (item->type == SPELLBOOK)
3769 {
3371 if (!item->inv) { 3770 if (!item->inv)
3771 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3772 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3773 return;
3375 } 3774 }
3376 if (check_spell_known (who, item->inv->name)) 3775 if (check_spell_known (who, item->inv->name))
3377 return; 3776 return;
3378 if (item->invisible) { 3777 if (item->invisible)
3778 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3779 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); 3780 do_learn_spell (who, item->inv, 0);
3381 return; 3781 return;
3382 } 3782 }
3383 } 3783 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3784 else if (item->type == SKILL_TOOL && item->invisible)
3785 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3786 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3787 {
3386 3788
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3789 /* 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 3790 * 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, 3791 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3792 * but not all of them, he gets nothing.
3391 */ 3793 */
3392 if (!(skop->attacktype & item->attacktype)) { 3794 if (!(skop->attacktype & item->attacktype))
3795 {
3393 /* Give new attacktype */ 3796 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3797 skop->attacktype |= item->attacktype;
3395 3798
3396 /* always add physical if there's none */ 3799 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3800 skop->attacktype |= AT_PHYSICAL;
3398 3801
3399 if (item->msg != NULL) 3802 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3803 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3804
3402 /* Give player new face */ 3805 /* Give player new face */
3403 if (item->animation_id) { 3806 if (item->animation_id)
3807 {
3404 who->face = skop->face; 3808 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3809 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3810 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3811 who->last_anim = 0;
3408 who->state = 0; 3812 who->state = 0;
3409 animate_object(who, who->direction); 3813 animate_object (who, who->direction);
3410 } 3814 }
3815 }
3816 }
3411 } 3817 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3818 else if (item->type == FORCE)
3819 {
3415 /* forces in the treasurelist can alter the player's stats */ 3820 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3821 object *skin;
3822
3417 /* first get the dragon skin force */ 3823 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3825 if (skin == NULL)
3420 if (skin == NULL) return; 3826 return;
3421 3827
3422 /* adding new spellpath attunements */ 3828 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3831 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3832
3426 /* print message */ 3833 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3834 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3835 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3836 {
3430 if (j) 3837 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3838 {
3432 else 3839 if (j)
3433 j = 1; 3840 strcat (buf, " and ");
3841 else
3842 j = 1;
3434 strcat(buf, spellpathnames[i]); 3843 strcat (buf, spellpathnames[i]);
3435 } 3844 }
3436 } 3845 }
3437 strcat(buf,"."); 3846 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3847 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3848 }
3440 3849
3441 /* evtl. adding flags: */ 3850 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3851 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3852 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3853 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3854 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3855 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3856 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3857
3449 /* print message if there is one */ 3858 /* print message if there is one */
3450 if (item->msg != NULL) 3859 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861 }
3862 else
3452 } 3863 {
3453 else {
3454 /* generate misc. treasure */ 3864 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3865 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3866 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); 3867 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3868 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3869 esrv_send_item (who, tmp);
3460 } 3870 }
3461} 3871}
3462 3872
3463/** 3873/**
3464 * Unready an object for a player. This function does nothing if the object was 3874 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3875 * not readied.
3466 */ 3876 */
3877void
3467void player_unready_range_ob(player *pl, object *ob) { 3878player_unready_range_ob (player *pl, object *ob)
3879{
3468 rangetype i; 3880 rangetype i;
3469 3881
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883 {
3471 if (pl->ranges[i] == ob) { 3884 if (pl->ranges[i] == ob)
3885 {
3472 pl->ranges[i] = NULL; 3886 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3887 if (pl->shoottype == i)
3888 {
3474 pl->shoottype = range_none; 3889 pl->shoottype = range_none;
3475 } 3890 }
3476 } 3891 }
3477 } 3892 }
3478} 3893}

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