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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 1.39 by root, Thu Dec 14 14:23:09 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... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
259 p->state=ST_ROLL_STAT; 246 p->state = ST_ROLL_STAT;
260 clear_los(op); 247 clear_los (op);
261 248
262 p->gen_sp_armour=10; 249 p->gen_sp_armour = 10;
263 p->last_speed= -1; 250 p->last_speed = -1;
264 p->shoottype=range_none; 251 p->shoottype = range_none;
265 p->bowtype=bow_normal; 252 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 253 p->petmode = pet_normal;
267 p->listening=10; 254 p->listening = 10;
268 p->usekeys=containers; 255 p->usekeys = containers;
269 p->last_weapon_sp= -1; 256 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 257 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 258 p->do_los = 1;
272 p->explore=0; 259 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 260 p->no_shout = 0; /* default can shout */
274 261
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 262 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 263 op->race = op->arch->clone.race;
278 264
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 265 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 266
281 /* we need to clear these to -1 and not zero - otherwise, 267 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 268 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 269 * send new values to the client, as things like exp start
284 * at zero. 270 * at zero.
285 */ 271 */
286 for (i=0; i < NUM_SKILLS; i++) { 272 for (i = 0; i < NUM_SKILLS; i++)
273 {
287 p->last_skill_exp[i] = -1; 274 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 275 p->last_skill_ob[i] = NULL;
289 } 276 }
277
290 for (i=0; i < NROFATTACKS; i++) { 278 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 279 p->last_resist[i] = -1;
292 } 280
293 p->last_stats.exp = -1; 281 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 282 p->last_weight = (uint32) - 1;
295 283
296 p->socket.update_look=0; 284 p->socket->update_look = 0;
297 p->socket.look_position=0; 285 p->socket->look_position = 0;
286
298 return p; 287 return p;
299} 288}
300
301 289
302/* This loads the first map an puts the player on it. */ 290/* This loads the first map an puts the player on it. */
291static void
303static void set_first_map(object *op) 292set_first_map (object *op)
304{ 293{
305 strcpy(op->contr->maplevel, first_map_path); 294 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 295 op->x = -1;
307 op->y = -1; 296 op->y = -1;
308 enter_exit(op, NULL); 297 enter_exit (op, NULL);
309} 298}
310 299
311/* Tries to add player on the connection passwd in ns. 300/* 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 301 * All we can really get in this is some settings like host and display
313 * mode. 302 * mode.
314 */ 303 */
315 304
316int add_player(NewSocket *ns) { 305int
317 player *p; 306add_player (client_socket *ns)
307{
308 player *p = new player;
318 309
319 p=get_player(NULL);
320 p->socket = *ns; 310 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 311 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 312
323 fatal(OUT_OF_MEMORY); 313 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 314 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 315
326 * Note that this can result in a client reset if there is partial data 316 p = get_player (p);
327 * on the uncoming socket. 317
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 318 set_first_map (p->ob);
331 319
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 321 add_friendly_object (p->ob);
334 send_rules(p->ob); 322 send_rules (p->ob);
335 send_news(p->ob); 323 send_news (p->ob);
336 display_motd(p->ob); 324 display_motd (p->ob);
337 get_name(p->ob); 325 get_name (p->ob);
326
338 return 0; 327 return 0;
339} 328}
340 329
341/* 330/*
342 * get_player_archetype() return next player archetype from archetype 331 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 332 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 333 * Note: there MUST be at least one player archetype!
345 */ 334 */
335archetype *
346archetype *get_player_archetype(archetype* at) 336get_player_archetype (archetype *at)
347{ 337{
348 archetype *start = at; 338 archetype *start = at;
339
349 for (;;) { 340 for (;;)
341 {
350 if (at==NULL || at->next==NULL) 342 if (at == NULL || at->next == NULL)
351 at=first_archetype; 343 at = first_archetype;
352 else 344 else
353 at=at->next; 345 at = at->next;
354 if(at->clone.type==PLAYER) 346 if (at->clone.type == PLAYER)
355 return at; 347 return at;
356 if (at == start) { 348 if (at == start)
349 {
357 LOG (llevError, "No Player archetypes\n"); 350 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 351 exit (-1);
359 } 352 }
360 } 353 }
361} 354}
362 355
363 356
357object *
364object *get_nearest_player(object *mon) { 358get_nearest_player (object *mon)
359{
365 object *op = NULL; 360 object *op = NULL;
366 player *pl = NULL; 361 player *pl = NULL;
367 objectlink *ol; 362 objectlink *ol;
368 unsigned lastdist; 363 unsigned lastdist;
369 rv_vector rv; 364 rv_vector rv;
370 365
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
367 {
372 /* We should not find free objects on this friendly list, but it 368 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 369 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 370 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 371 * list is also free, so encapsulate this in a while loop.
376 */ 372 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
378 object *tmp=ol->ob; 375 object *tmp = ol->ob;
379 376
380 /* Can't do much more other than log the fact, because the object 377 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 378 * itself will have been cleared.
382 */ 379 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 381 ol = ol->next;
385 remove_friendly_object(tmp); 382 remove_friendly_object (tmp);
386 if (!ol) return op; 383 if (!ol)
387 } 384 return op;
385 }
388 386
389 /* Remove special check for player from this. First, it looks to cause 387 /* 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 388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 389 * 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 390 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 391 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 392 * on_same_map check, as can_detect_enemy also does this
395 */ 393 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 394 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 395 continue;
398 396
399 if(lastdist>rv.distance) { 397 if (lastdist > rv.distance)
398 {
400 op=ol->ob; 399 op = ol->ob;
401 lastdist=rv.distance; 400 lastdist = rv.distance;
402 } 401 }
403 } 402 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 403 for (pl = first_player; pl != NULL; pl = pl->next)
404 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 405 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
406 407
407 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
408 op=pl->ob; 409 {
409 lastdist=rv.distance; 410 op = pl->ob;
410 } 411 lastdist = rv.distance;
411 } 412 }
413 }
412 } 414 }
413#if 0 415#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 417#endif
416 return op; 418 return op;
417} 419}
418 420
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 421/* 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 422 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 423 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 460 * 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, 461 * 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 462 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 463 * is blocking itself.
462 */ 464 */
465int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 466path_to_player (object *mon, object *pl, unsigned mindiff)
467{
464 rv_vector rv; 468 rv_vector rv;
465 sint16 x,y; 469 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 470 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 471 maptile *m, *lastmap;
468 472
469 get_rangevector(mon, pl, &rv, 0); 473 get_rangevector (mon, pl, &rv, 0);
470 474
471 if (rv.distance<mindiff) return 0; 475 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; 476 return 0;
724}
725 477
726void confirm_password(object *op) { 478 x = mon->x;
479 y = mon->y;
480 m = mon->map;
481 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
484 /* If we can't solve it within the search distance, return now. */
485 if (diff > max)
486 return 0;
487 while (diff > 1 && max > 0)
488 {
489 lastx = x;
490 lasty = y;
491 lastmap = m;
492 x = lastx + freearr_x[dir];
493 y = lasty + freearr_y[dir];
727 494
495 mflags = get_map_flags (m, &m, x, y, &x, &y);
496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
497
498 /* Space is blocked - try changing direction a little */
499 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
500 && (m == mon->map && blocked_link (mon, m, x, y))))
501 {
502 /* recalculate direction from last good location. Possible
503 * we were not traversing ideal location before.
504 */
505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
506 if (rv.direction != dir)
507 {
508 /* OK - says direction should be different - lets reset the
509 * the values so it will try again.
510 */
511 x = lastx;
512 y = lasty;
513 m = lastmap;
514 dir = firstdir = rv.direction;
515 }
516 else
517 {
518 /* direct path is blocked - try taking a side step to
519 * either the left or right.
520 * Note increase the values in the loop below to be
521 * more than -1/1 respectively will mean the monster takes
522 * bigger detour. Have to be careful about these values getting
523 * too big (3 or maybe 4 or higher) as the monster may just try
524 * stepping back and forth
525 */
526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 {
528 if (i == 0)
529 continue; /* already did this, so skip it */
530 /* Use lastdir here - otherwise,
531 * since the direction that the creature should move in
532 * may change, you could get infinite loops.
533 * ie, player is northwest, but monster can only
534 * move west, so it does that. It goes some distance,
535 * gets blocked, finds that it should move north,
536 * can't do that, but now finds it can move east, and
537 * gets back to its original point. lastdir contains
538 * the last direction the creature has successfully
539 * moved.
540 */
541
542 x = lastx + freearr_x[absdir (lastdir + i)];
543 y = lasty + freearr_y[absdir (lastdir + i)];
544 m = lastmap;
545 mflags = get_map_flags (m, &m, x, y, &x, &y);
546 if (mflags & P_OUT_OF_MAP)
547 continue;
548 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
549 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
550 continue;
551 if (mflags & P_BLOCKSVIEW)
552 continue;
553
554 if (m == mon->map && blocked_link (mon, m, x, y))
555 break;
556 }
557 /* go through entire loop without finding a valid
558 * sidestep to take - thus, no valid path.
559 */
560 if (i == (DETOUR_AMOUNT + 1))
561 return 0;
562 diff--;
563 lastdir = dir;
564 max--;
565 if (!firstdir)
566 firstdir = dir + i;
567 } /* else check alternate directions */
568 } /* if blocked */
569 else
570 {
571 /* we moved towards creature, so diff is less */
572 diff--;
573 max--;
574 lastdir = dir;
575 if (!firstdir)
576 firstdir = dir;
577 }
578 if (diff <= 1)
579 {
580 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance.
582 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
585 }
586 if (diff > max)
587 return 0;
588 }
589 /* If we reached the max, didn't find a direction in time */
590 if (!max)
591 return 0;
592
593 return firstdir;
594}
595
596void
597give_initial_items (object *pl, treasurelist * items)
598{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603
604 for (op = pl->inv; op; op = next)
605 {
606 next = op->below;
607
608 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way
610 */
611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
612 SET_FLAG (op, FLAG_APPLIED);
613
614 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions
616 */
617 if (pl->type == PLAYER)
618 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
620 (op->type == ARMOUR || op->type == BOOTS ||
621 op->type == CLOAK || op->type == HELMET ||
622 op->type == SHIELD || op->type == GLOVES ||
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624 {
625 op->destroy ();
626 continue;
627 }
628 }
629
630 /* This really needs to be better - we should really give
631 * a substitute spellbook. The problem is that we don't really
632 * have a good idea what to replace it with (need something like
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */
636 if (op->type == SPELLBOOK || op->type == SKILL)
637 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 {
646 op->destroy ();
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
648 continue;
649 }
650
651 if (op->nrof > 1)
652 op->nrof = 1;
653 }
654
655 if (op->type == SPELLBOOK && op->inv)
656 {
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659
660 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be
662 * merged properly.
663 */
664 if (need_identify (op))
665 {
666 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED);
669 }
670 if (op->type == SPELL)
671 {
672 op->destroy ();
673 continue;
674 }
675 else if (op->type == SKILL)
676 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0;
679 op->level = 1;
680 }
681 /* lock all 'normal items by default */
682 else
683 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */
685
686 /* Need to set up the skill pointers */
687 link_player_skills (pl);
688}
689
690void
691get_name (object *op)
692{
728 op->contr->write_buf[0]='\0'; 693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 769 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 771}
732 772
773void
733void get_party_password(object *op, partylist *party) { 774get_party_password (object *op, partylist *party)
775{
734 if (party == NULL) { 776 if (party == NULL)
777 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 779 return;
737 } 780 }
738 op->contr->write_buf[0]='\0'; 781 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 782 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 783 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 785}
743 786
744 787
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int
746int roll_stat(void) { 790roll_stat (void)
791{
747 int a[4],i,j,k; 792 int a[4], i, j, k;
748 793
749 for(i=0;i<4;i++) 794 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 795 a[i] = (int) RANDOM () % 6 + 1;
751 796
752 for(i=0,j=0,k=7;i<4;i++) 797 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 798 if (a[i] < k)
754 k=a[i],j=i; 799 k = a[i], j = i;
755 800
756 for(i=0,k=0;i<4;i++) { 801 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 802 {
803 if (i != j)
804 k += a[i];
805 }
760 return k; 806 return k;
761} 807}
762 808
809void
763void roll_stats(object *op) { 810roll_stats (object *op)
811{
764 int sum=0; 812 int sum = 0;
765 int i = 0, j = 0; 813 int i = 0, j = 0;
766 int statsort[7]; 814 int statsort[7];
767 815
816 do
768 do { 817 {
769 op->stats.Str=roll_stat(); 818 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 819 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 820 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 821 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 822 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 823 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 824 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 825 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+ 826 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 827 while (sum < 82 || sum > 116);
780 828
781 /* Sort the stats so that rerolling is easier... */ 829 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 830 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 831 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 832 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 833 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 834 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 835 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 836 statsort[6] = op->stats.Cha;
789 837
790 /* a quick and dirty bubblesort? */ 838 /* a quick and dirty bubblesort? */
839 do
791 do { 840 {
792 if (statsort[i] < statsort[i + 1]) { 841 if (statsort[i] < statsort[i + 1])
842 {
793 j = statsort[i]; 843 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 844 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 845 statsort[i + 1] = j;
796 i = 0; 846 i = 0;
797 } else { 847 }
798 i++; 848 else
799 } 849 {
850 i++;
851 }
852 }
800 } while (i < 6); 853 while (i < 6);
801 854
802 op->stats.Str = statsort[0]; 855 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 856 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 857 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 858 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 859 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 860 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 861 op->stats.Cha = statsort[6];
809 862
810 863
811 op->contr->orig_stats.Str=op->stats.Str; 864 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 865 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 866 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 867 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 868 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 869 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 870 op->contr->orig_stats.Cha = op->stats.Cha;
818 871
819 op->level=1; 872 op->level = 1;
820 op->stats.exp=0; 873 op->stats.exp = 0;
821 op->stats.ac=0; 874 op->stats.ac = 0;
822 875
823 op->contr->levhp[1] = 9; 876 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 877 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 878 op->contr->levgrace[1] = 3;
826 879
827 fix_player(op); 880 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 881 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 882 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 883 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 884 op->contr->orig_stats = op->stats;
832} 885}
833 886
887void
834void Roll_Again(object *op) 888Roll_Again (object *op)
835{ 889{
836 esrv_new_player(op->contr, 0); 890 esrv_new_player (op->contr, 0);
891 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)? "); 892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 893}
839 894
895void
840void Swap_Stat(object *op,int Swap_Second) 896Swap_Stat (object *op, int Swap_Second)
841{ 897{
842 signed char tmp; 898 signed char tmp;
843 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
844 900
845 if ( op->contr->Swap_First == -1 ) { 901 if (op->contr->Swap_First == -1)
902 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 903 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,"); 904 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"); 905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 906 return;
850 } 907 }
851 908
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 910
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 911 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));
856 912
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 914
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 916 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 917 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 918 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 919 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 920 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 921 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 922 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 923 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 924 op->stats.ac = 0;
869 925
870 op->level=1; 926 op->level = 1;
871 op->stats.exp=0; 927 op->stats.exp = 0;
872 op->stats.ac=0; 928 op->stats.ac = 0;
873 929
874 op->contr->levhp[1] = 9; 930 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 931 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 932 op->contr->levgrace[1] = 3;
877 933
878 fix_player(op); 934 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 935 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 936 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 937 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 938 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 939 op->contr->Swap_First = -1;
884} 940}
885 941
886 942
887/* This code has been greatly reduced, because with set_attr_value 943/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 944 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 945 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 946 * 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 947 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 948 * the number's access that stat. The table does that translation.
893 */ 949 */
950int
894int key_roll_stat(object *op, char key) 951key_roll_stat (object *op, char key)
895{ 952{
896 int keynum = key -'0'; 953 int keynum = key - '0';
897 char buf[MAX_BUF]; 954 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 956
900 if (keynum>0 && keynum<=7) { 957 if (keynum > 0 && keynum <= 7)
958 {
901 if (op->contr->Swap_First==-1) { 959 if (op->contr->Swap_First == -1)
960 {
902 op->contr->Swap_First=stat_trans[keynum]; 961 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 963 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 964 }
906 else 965 else
907 Swap_Stat(op,stat_trans[keynum]); 966 Swap_Stat (op, stat_trans[keynum]);
908 967
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 969 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 } 970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
920 982
921#if 0 983#if 0
922 /* So that enter_exit will put us at startx/starty */ 984 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 985 op->x = -1;
924 986
925 enter_exit(op,NULL); 987 enter_exit (op, NULL);
926#endif 988#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 989 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 990 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 991 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"); 992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 994 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 995 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 996 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 997 return 0;
935 } 998 }
936 case 'y': 999 case 'y':
937 case 'Y': 1000 case 'Y':
938 roll_stats(op); 1001 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1003 return 1;
941 1004
942 case 'q': 1005 case 'q':
943 case 'Q': 1006 case 'Q':
944 play_again(op); 1007 play_again (op);
945 return 1; 1008 return 1;
946 1009
947 default: 1010 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1012 return 0;
950 } 1013 }
951 return 0; 1014 return 0;
952} 1015}
953 1016
954/* This function takes the key that is passed, and does the 1017/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1018 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1019 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1020 * separate race and class; this actually changes the RACE,
958 * not the class. 1021 * not the class.
959 */ 1022 */
960 1023
1024int
961int key_change_class(object *op, char key) 1025key_change_class (object *op, char key)
962{ 1026{
963 int tmp_loop; 1027 int tmp_loop;
964 1028
965 if(key=='q'||key=='Q') { 1029 if (key == 'q' || key == 'Q')
1030 {
966 remove_ob(op); 1031 op->remove ();
967 play_again(op); 1032 play_again (op);
968 return 0; 1033 return 0;
969 } 1034 }
970 if(key=='d'||key=='D') { 1035 if (key == 'd' || key == 'D')
1036 {
971 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
972 1038
973 /* this must before then initial items are given */ 1039 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1040 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1041
1042 treasurelist *tl = find_treasurelist ("starting_wealth");
1043 if (tl)
1044 create_treasure (tl, op, 0, 0, 0);
1045
977 INVOKE_PLAYER (BIRTH, op->contr); 1046 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1047 INVOKE_PLAYER (LOGIN, op->contr);
979 1048
980 op->contr->state=ST_PLAYING; 1049 op->contr->state = ST_PLAYING;
981 1050
982 if (op->msg) { 1051 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1052 op->msg = NULL;
985 }
986 1053
987 /* We create this now because some of the unique maps will need it 1054 /* We create this now because some of the unique maps will need it
988 * to save here. 1055 * to save here.
989 */ 1056 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1058 make_path_to_file (buf);
992 1059
993#ifdef AUTOSAVE 1060#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1061 op->contr->last_save_tick = pticks;
995#endif 1062#endif
996 start_info(op); 1063 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1064 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1065 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1066 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1067 esrv_send_inventory (op, op);
1001 fix_player(op); 1068 fix_player (op);
1002 1069
1003 /* This moves the player to a different start map, if there 1070 /* This moves the player to a different start map, if there
1004 * is one for this race 1071 * is one for this race
1005 */ 1072 */
1006 if(*first_map_ext_path) { 1073 if (*first_map_ext_path)
1074 {
1007 object *tmp; 1075 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1076 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1077
1011 first_map_ext_path, op->arch->name); 1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1079 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1080 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1081 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1082 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1084 * if the map isn't there, then stay on the
1018 * default initial map */ 1085 * default initial map */
1019 free_object(tmp); 1086 tmp->destroy ();
1087 }
1020 } else { 1088 else
1089 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1090 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1091 }
1023 return 0; 1092 return 0;
1024 } 1093 }
1025 1094
1026 /* Following actually changes the race - this is the default command 1095 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1096 * if we don't match with one of the options above.
1028 */ 1097 */
1029 1098
1030 tmp_loop = 0; 1099 tmp_loop = 0;
1031 while(!tmp_loop) { 1100 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1101 {
1102 shstr name = op->name;
1033 int x = op->x, y = op->y; 1103 int x = op->x, y = op->y;
1104
1034 remove_statbonus(op); 1105 remove_statbonus (op);
1035 remove_ob (op); 1106 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1107 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1108 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1109 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1110 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1111 op->name = op->name_pl = name;
1041 op->name = name; 1112 op->x = x;
1042 free_string(op->name_pl); 1113 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 */ 1114 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1115 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1116 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1117 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1118 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1119 }
1120
1055 update_object(op,UP_OBJ_FACE); 1121 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1122 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1123 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1124 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1125 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1126 op->stats.grace = 0;
1127
1061 if (op->msg) 1128 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1131 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; 1132 return 0;
1065} 1133}
1066 1134
1135int
1067int key_confirm_quit(object *op, char key) 1136key_confirm_quit (object *op, char key)
1068{ 1137{
1069 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1070 1139
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1072 op->contr->state=ST_PLAYING; 1142 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1144 return 1;
1075 } 1145 }
1076 1146
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1147 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1148 INVOKE_PLAYER (QUIT, op->contr);
1079 1149
1080 terminate_all_pets(op); 1150 terminate_all_pets (op);
1081 leave_map(op); 1151 leave_map (op);
1082 op->direction=0; 1152 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1154
1086 strcpy(op->contr->killer,"quit"); 1155 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1156 check_score (op);
1088 op->contr->party=NULL; 1157 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1158 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1159 op->contr->own_title[0] = '\0';
1091 1160
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1162 {
1163 maptile *mp, *next;
1094 1164
1095 /* We need to hunt for any per player unique maps in memory and 1165 /* 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, 1166 * 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 1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1168 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1101 next = mp->next; 1172 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1173 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1174 delete_map (mp);
1104 } 1175 }
1105 1176
1106 delete_character(op->name, 1); 1177 delete_character (op->name, 1);
1107 } 1178 }
1179
1108 play_again(op); 1180 play_again (op);
1109 return 1; 1181 return 1;
1110} 1182}
1111 1183
1184void
1112void flee_player(object *op) { 1185flee_player (object *op)
1186{
1113 int dir,diff; 1187 int dir, diff;
1114 rv_vector rv; 1188 rv_vector rv;
1115 1189
1116 if(op->stats.hp < 0) { 1190 if (op->stats.hp < 0)
1191 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1192 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1193 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1194 return;
1120 } 1195 }
1121 1196
1122 if(op->enemy==NULL) { 1197 if (op->enemy == NULL)
1198 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1199 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1201 return;
1126 } 1202 }
1127 1203
1128 /* Seen some crashes here. Since we don't store an 1204 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1205 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1206 * actual enemy, and the object is recycled.
1131 */ 1207 */
1132 if (op->enemy->map == NULL) { 1208 if (op->enemy->map == NULL)
1209 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1210 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1211 op->enemy = NULL;
1135 return; 1212 return;
1136 } 1213 }
1137 1214
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 {
1139 op->enemy=NULL; 1217 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1219 return;
1142 } 1220 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1221 get_rangevector (op, op->enemy, &rv, 0);
1144 1222
1145 dir=absdir(4+rv.direction); 1223 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1224 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 } 1225 {
1226 int m = 1 - (RANDOM () & 2);
1227
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return;
1231 }
1232 }
1153 /* Cornered, get rid of scared */ 1233 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1234 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1235 op->enemy = NULL;
1156} 1236}
1157 1237
1158 1238
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1239/* 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 1240 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1241 * stop.
1162 */ 1242 */
1243int
1163int check_pick(object *op) { 1244check_pick (object *op)
1245{
1164 object *tmp, *next; 1246 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1247 int stop = 0;
1167 int j, k, wvratio; 1248 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1249 char putstring[128], tmpstr[16];
1169 1250
1170
1171 /* if you're flying, you cna't pick up anything */ 1251 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1252 if (op->move_type & MOVE_FLYING)
1173 return 1; 1253 return 1;
1174 1254
1175 op_tag = op->count;
1176
1177 next = op->below; 1255 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1256
1181 /* loop while there are items on the floor that are not marked as 1257 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1258 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1259 while (next && !next->destroyed ())
1184 { 1260 {
1185 tmp = next; 1261 tmp = next;
1186 next = tmp->below; 1262 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1263
1190 if (was_destroyed (op, op_tag)) 1264 if (op->destroyed ())
1191 return 0; 1265 return 0;
1192 1266
1193 if ( ! can_pick (op, tmp)) 1267 if (!can_pick (op, tmp))
1194 continue; 1268 continue;
1195 1269
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1271 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1272 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1273 pick_up (op, tmp);
1200 continue; 1274 continue;
1201 } 1275 }
1202 1276
1203 /* high not bit set? We're using the old autopickup model */ 1277 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1278 if (!(op->contr->mode & PU_NEWMODE))
1279 {
1205 switch (op->contr->mode) { 1280 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1281 {
1207 case 1: pick_up (op, tmp); 1282 case 0:
1208 return 1; 1283 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1284 case 1:
1210 return 0; 1285 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1286 return 1;
1212 case 4: pick_up (op, tmp); 1287 case 2:
1213 break; 1288 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1289 return 0;
1215 stop = 1; 1290 case 3:
1216 break; 1291 return 0; /* stop before pickup */
1217 case 6: 1292 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1293 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1294 break;
1220 pick_up(op, tmp); 1295 case 5:
1221 break; 1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 pick_up (op, tmp);
1302 break;
1222 1303
1223 case 7: 1304 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1305 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1306 pick_up (op, tmp);
1226 break; 1307 break;
1227 1308
1228 default: 1309 default:
1229 /* use value density */ 1310 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1313 pick_up (op, tmp);
1233 >= op->contr->mode) 1314 }
1234 pick_up(op,tmp); 1315 }
1235 } 1316 else
1236 } 1317 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1318 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1319 if (op->contr->mode & PU_DEBUG)
1240 { 1320 {
1241 /* some debugging code to figure out item information */ 1321 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1322 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1324 &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)))); 1325 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1327 &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); 1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1329
1252 sprintf(putstring,"...flags: "); 1330 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1331 for (k = 0; k < 4; k++)
1254 { 1332 {
1255 for(j=0;j<32;j++) 1333 for (j = 0; j < 32; j++)
1256 { 1334 {
1257 if((tmp->flags[k]>>j)&0x01) 1335 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1336 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1337 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1338 strcat (putstring, tmpstr);
1261 } 1339 }
1262 } 1340 }
1263 } 1341 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1343
1266#if 0 1344#if 0
1267 /* print the flags too */ 1345 /* print the flags too */
1268 for(k=0;k<4;k++) 1346 for (k = 0; k < 4; k++)
1269 { 1347 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1349 for (j = 0; j < 32; j++)
1272 { 1350 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1352 if (!((j + 1) % 4))
1275 } 1353 fprintf (stderr, " ");
1354 }
1276 fprintf(stderr," [%d]\n", k*32); 1355 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1356 }
1278#endif 1357#endif
1279 } 1358 }
1280 /* philosophy: 1359 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1360 * 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 1361 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1362 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1363 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1364 * example.
1286 * The drawback: right now it has no frontend, so you need to 1365 * 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 1366 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1367 * convert to decimal and then 'pickup <#>
1289 */ 1368 */
1290 1369
1291 /* the first two modes are exclusive: if NOTHING we return, if 1370 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1371 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1372 * meaning if any test passes, the item gets picked up. */
1294 1373
1295 /* if mode is set to pick nothing up, return */ 1374 /* if mode is set to pick nothing up, return */
1296 1375
1297 if(op->contr->mode & PU_NOTHING) return 1; 1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1298 1378
1299 /* if mode is set to stop when encountering objects, return */ 1379 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1380 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1381 * anything up */
1302 1382
1303 if(op->contr->mode & PU_STOP) return 0; 1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1304 1385
1305 /* useful for going into stores and not losing your settings... */ 1386 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1387 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1388 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1309 1391
1310 /* prevent us from turning into auto-thieves :) */ 1392 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue;
1312 1395
1313 /* ignore known cursed objects */ 1396 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1398 continue;
1315 1399
1316 /* all food and drink if desired */ 1400 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1401 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1402 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1403 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1404 {
1405 pick_up (op, tmp);
1406 continue;
1407 }
1408
1321 if(op->contr->mode & PU_DRINK) 1409 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1410 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; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1324 1415
1325 if(op->contr->mode & PU_POTION) 1416 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1417 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1328 1422
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1423 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1424 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1425 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1333 if(op->contr->mode & PU_SKILLSCROLL) 1431 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1432 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1336 if(op->contr->mode & PU_READABLES) 1438 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1339 1444
1340 /* wands/staves/rods/horns */ 1445 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1344 1452
1345 /* pick up all magical items */ 1453 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1454 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1455 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; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1349 1460
1350 if(op->contr->mode & PU_VALUABLES) 1461 if (op->contr->mode & PU_VALUABLES)
1351 { 1462 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1463 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1464 {
1354 } 1465 pick_up (op, tmp);
1466 continue;
1467 }
1468 }
1355 1469
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1470 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1471 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1472 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1360 1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1361 /* bows and arrows. Bows are good for selling! */ 1486 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1487 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1488 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1365 if(op->contr->mode & PU_ARROW) 1494 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1495 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1368 1500
1369 /* all kinds of armor etc. */ 1501 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1502 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1503 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1373 if(op->contr->mode & PU_HELMET) 1509 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1510 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1376 if(op->contr->mode & PU_SHIELD) 1516 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1517 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1379 if(op->contr->mode & PU_BOOTS) 1523 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1524 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1382 if(op->contr->mode & PU_GLOVES) 1530 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1531 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1385 if(op->contr->mode & PU_CLOAK) 1537 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1538 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1388 1543
1389 /* hoping to catch throwing daggers here */ 1544 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1545 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1393 1551
1394 /* careful: chairs and tables are weapons! */ 1552 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1553 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1554 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1555 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1556 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1559 {
1402 } 1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1565 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1566 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1568 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1569 pick_up (op, tmp);
1408 } 1570 continue;
1409 } 1571 }
1572 }
1573 }
1410 1574
1411 /* misc stuff that's useful */ 1575 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1576 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1415 1582
1416 /* any of the last 4 bits set means we use the ratio for value 1583 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1584 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1585 if (op->contr->mode & PU_RATIO)
1419 { 1586 {
1420 /* use value density to decide what else to grab */ 1587 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1588 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1589 /* >=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 */ 1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1593 {
1427 pick_up(op, tmp); 1594 pick_up (op, tmp);
1428#if 0 1595#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1597 if (tmp->name != NULL)
1598 {
1431 fprintf(stderr,"%s", tmp->name); 1599 fprintf (stderr, "%s", tmp->name);
1432 } 1600 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1601 else
1602 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1603 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1605#endif
1437 continue; 1606 continue;
1438 } 1607 }
1608 }
1609 } /* the new pickup model */
1439 } 1610 }
1440 } /* the new pickup model */ 1611
1441 }
1442 return ! stop; 1612 return !stop;
1443} 1613}
1444 1614
1445/* 1615/*
1446 * Find an arrow in the inventory and after that 1616 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1617 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1618 * found object is returned.
1449 */ 1619 */
1620object *
1450object *find_arrow(object *op, const char *type) 1621find_arrow (object *op, const char *type)
1451{ 1622{
1452 object *tmp = NULL; 1623 object *tmp = NULL;
1453 1624
1454 for(op=op->inv; op; op=op->below) 1625 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1626 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); 1627 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1628 else if (op->type == ARROW && op->race == type)
1459 return op; 1629 return op;
1460 return tmp; 1630 return tmp;
1461} 1631}
1462 1632
1463/* 1633/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1634 * 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 1635 * 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 1636 * 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. 1637 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1638 */
1469 1639
1640object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1641find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1642{
1472 object *tmp = NULL, *arrow, *ntmp; 1643 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1644 int attacknum, attacktype, betterby = 0, i;
1474 1645
1475 if (!type) 1646 if (!type)
1476 return NULL; 1647 return NULL;
1477 1648
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1649 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1650 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1652 {
1653 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1654 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1655 if (i > betterby)
1484 tmp = ntmp; 1656 {
1485 betterby = i; 1657 tmp = ntmp;
1486 } 1658 betterby = i;
1659 }
1660 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1661 else if (arrow->type == ARROW && arrow->race == type)
1662 {
1488 /* allways prefer assasination/slaying */ 1663 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1665 {
1491 if (arrow->attacktype & AT_DEATH) { 1666 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1667 {
1493 return arrow; 1668 *better = 100;
1494 } else { 1669 return arrow;
1495 tmp = arrow; 1670 }
1671 else
1672 {
1673 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1674 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1675 }
1498 } else { 1676 }
1677 else
1678 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 {
1500 attacktype = 1<<attacknum; 1681 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1682 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) { 1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1684 {
1685 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1687 }
1506 } 1688 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1690 {
1691 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1692 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1693 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1695 {
1696 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1697 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1698 }
1699 }
1700 }
1515 } 1701 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1702 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1703 return find_arrow (op, type);
1520 1704
1521 *better = betterby; 1705 *better = betterby;
1522 return tmp; 1706 return tmp;
1523} 1707}
1524 1708
1525/* looks in a given direction, finds the first valid target, and calls 1709/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1710 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1711 * op = the shooter
1528 * type = bow->race 1712 * type = bow->race
1529 * dir = fire direction 1713 * dir = fire direction
1530 */ 1714 */
1531 1715
1716object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1717pick_arrow_target (object *op, const char *type, int dir)
1533{ 1718{
1534 object *tmp = NULL; 1719 object *tmp = NULL;
1535 mapstruct *m; 1720 maptile *m;
1536 int i, mflags, found, number; 1721 int i, mflags, found, number;
1537 sint16 x, y; 1722 sint16 x, y;
1538 1723
1539 if (op->map == NULL) 1724 if (op->map == NULL)
1540 return find_arrow(op, type); 1725 return find_arrow (op, type);
1541 1726
1542 /* do a dex check */ 1727 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1728 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))) 1729 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1730 return find_arrow (op, type);
1546 1731
1547 m = op->map; 1732 m = op->map;
1548 x = op->x; 1733 x = op->x;
1549 y = op->y; 1734 y = op->y;
1550 1735
1551 /* find the first target */ 1736 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1737 for (i = 0, found = 0; i < 20; i++)
1738 {
1553 x += freearr_x[dir]; 1739 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1740 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1741 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 {
1557 tmp = NULL; 1744 tmp = NULL;
1558 break; 1745 break;
1746 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1750 * perhaps a bad assumption.
1562 */ 1751 */
1563 tmp = NULL; 1752 tmp = NULL;
1564 break; 1753 break;
1565 } 1754 }
1566 if (mflags & P_IS_ALIVE) { 1755 if (mflags & P_IS_ALIVE)
1756 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1758 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1759 {
1570 break; 1760 found++;
1571 } 1761 break;
1762 }
1572 if (found) 1763 if (found)
1573 break; 1764 break;
1574 } 1765 }
1575 } 1766 }
1576 if (tmp == NULL) 1767 if (tmp == NULL)
1577 return find_arrow(op, type); 1768 return find_arrow (op, type);
1578 1769
1579 if (tmp->head) 1770 if (tmp->head)
1580 tmp = tmp->head; 1771 tmp = tmp->head;
1581 1772
1582 return find_better_arrow(op, tmp, type, &i); 1773 return find_better_arrow (op, tmp, type, &i);
1583} 1774}
1584 1775
1585/* 1776/*
1586 * Creature fires a bow - op can be monster or player. Returns 1777 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1778 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1781 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1782 * 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 1783 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1784 * player fire modes.
1594 */ 1785 */
1786int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1788{
1598 object *left, *bow; 1789 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1790 int bowspeed, mflags;
1601 mapstruct *m; 1791 maptile *m;
1602 1792
1603 if (!dir) { 1793 if (!dir)
1794 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1796 return 0;
1606 } 1797 }
1607 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1799 bow = op->contr->ranges[range_bow];
1609 else { 1800 else
1801 {
1610 for(bow=op->inv; bow; bow=bow->below) 1802 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1803 /* 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. 1804 * don't need to switch back and forth between bows and weapons.
1613 */ 1805 */
1614 if(bow->type==BOW) 1806 if (bow->type == BOW)
1615 break; 1807 break;
1616 1808
1617 if (!bow) { 1809 if (!bow)
1810 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1812 return 0;
1620 } 1813 }
1621 } 1814 }
1622 if( !bow->race || !bow->skill) { 1815 if (!bow->race || !bow->skill)
1816 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1818 return 0;
1625 } 1819 }
1626 1820
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1822
1629 /* penalize ROF for bestarrow */ 1823 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1826 if (bowspeed < 1)
1633 bowspeed = 1; 1827 bowspeed = 1;
1634 1828
1635 if (arrow == NULL) { 1829 if (arrow == NULL)
1830 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1831 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 {
1637 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 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 */ 1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1836 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1837 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1838 return 0;
1644 } 1839 }
1645 } 1840 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1842 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1843 {
1844 return 0;
1845 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1849 return 0;
1653 } 1850 }
1654 1851
1655 /* this should not happen, but sometimes does */ 1852 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1853 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1854 {
1855 arrow->destroy ();
1856 return 0;
1857 }
1661 1858
1662 left = arrow; /* these are arrows left to the player */ 1859 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1860 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1861 if (arrow == NULL)
1862 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1864 return 0;
1668 return 0;
1669 } 1865 }
1670 set_owner(arrow, op); 1866 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1867 arrow->skill = bow->skill;
1673 1868
1674 arrow->direction=dir; 1869 arrow->direction = dir;
1675 arrow->x = sx; 1870 arrow->x = sx;
1676 arrow->y = sy; 1871 arrow->y = sy;
1677 1872
1678 if (op->type == PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1876 fix_player (op);
1681 } 1877 }
1682 1878
1683 SET_ANIMATION(arrow, arrow->direction); 1879 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1881 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1882 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1883 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1884 arrow->spellarg = strdup_local (arrow->slaying);
1689 1885
1690 /* Note that this was different for monsters - they got their level 1886 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1887 * added to the damage. I think the strength bonus is more proper.
1692 */ 1888 */
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 1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1698 /* update the speed */ 1892 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1894 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 1895
1704 if (arrow->speed < 1.0) 1896 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1897 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1898 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1899 arrow->speed_left = 0;
1708 1900
1709 if (op->type == PLAYER) { 1901 if (op->type == PLAYER)
1902 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1905 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 1906
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1908 }
1909 else
1910 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1911 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; 1912 arrow->level = op->level;
1721 } 1913 }
1914
1722 if (arrow->attacktype == AT_PHYSICAL) 1915 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1916 arrow->attacktype |= bow->attacktype;
1917
1724 if (bow->slaying != NULL) 1918 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1919 arrow->slaying = bow->slaying;
1726 1920
1727 arrow->map = m; 1921 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1922 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1924
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1925 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); 1926 insert_ob_in_map (arrow, m, op, 0);
1734 1927
1735 if (!was_destroyed(arrow, tag)) 1928 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1929 move_arrow (arrow);
1737 1930
1738 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1932 {
1933 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1934 esrv_del_item (op->contr, left->count);
1741 else 1935 else
1742 esrv_send_item(op, left); 1936 esrv_send_item (op, left);
1743 } 1937 }
1938
1744 return 1; 1939 return 1;
1745} 1940}
1746 1941
1747/* Special fire code for players - this takes into 1942/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1943 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1944 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1945 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1946 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1947 * hence the function name.
1753 */ 1948 */
1949int
1754int player_fire_bow(object *op, int dir) 1950player_fire_bow (object *op, int dir)
1755{ 1951{
1756 int ret=0, wcmod=0; 1952 int ret = 0, wcmod = 0;
1757 1953
1758 if (op->contr->bowtype == bow_bestarrow) { 1954 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1955 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1956 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); 1957 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1961 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1963 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1964 else if (op->contr->bowtype == bow_threewide)
1965 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1966 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)]); 1967 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)]); 1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1970 else if (op->contr->bowtype == bow_spreadshot)
1971 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1972 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); 1973 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); 1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1975
1776 } else { 1976 }
1977 else
1978 {
1777 /* Simple case */ 1979 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1981 }
1780 return ret; 1982 return ret;
1781} 1983}
1782 1984
1783 1985
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1986/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1987 * Broken apart from 'fire' to keep it more readable.
1786 */ 1988 */
1989void
1787void fire_misc_object(object *op, int dir) 1990fire_misc_object (object *op, int dir)
1788{ 1991{
1789 object *item; 1992 object *item;
1790 1993
1791 if (!op->contr->ranges[range_misc]) { 1994 if (!op->contr->ranges[range_misc])
1995 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1997 return;
1794 } 1998 }
1795 1999
1796 item = op->contr->ranges[range_misc]; 2000 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2001 if (!item->inv)
2002 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2003 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2004 return;
1800 } 2005 }
1801 if (item->type == WAND) { 2006 if (item->type == WAND)
2007 {
1802 if(item->stats.food<=0) { 2008 if (item->stats.food <= 0)
2009 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2010 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)); 2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2012 return;
1806 } 2013 }
2014 }
1807 } else if (item->type == ROD || item->type==HORN) { 2015 else if (item->type == ROD || item->type == HORN)
2016 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2020 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2021 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)); 2022 else
1813 else 2023 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; 2024 return;
1817 } 2025 }
1818 } 2026 }
1819 2027
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2028 if (cast_spell (op, item, dir, item->inv, NULL))
2029 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2031 if (item->type == WAND)
2032 {
1823 if (!(--item->stats.food)) { 2033 if (!(--item->stats.food))
1824 object *tmp; 2034 {
1825 if (item->arch) { 2035 object *tmp;
2036
2037 if (item->arch)
2038 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2039 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2040 item->face = item->arch->clone.face;
1828 item->speed = 0; 2041 item->speed = 0;
1829 update_ob_speed(item); 2042 update_ob_speed (item);
1830 } 2043 }
1831 if ((tmp=is_player_inv(item))) 2044 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2045 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2046 }
1834 } 2047 }
1835 else if (item->type == ROD || item->type==HORN) { 2048 else if (item->type == ROD || item->type == HORN)
2049 {
1836 drain_rod_charge(item); 2050 drain_rod_charge (item);
1837 } 2051 }
1838 } 2052 }
1839} 2053}
1840 2054
1841/* Received a fire command for the player - go and do it. 2055/* Received a fire command for the player - go and do it.
1842 */ 2056 */
2057void
1843void fire(object *op,int dir) { 2058fire (object *op, int dir)
2059{
1844 int spellcost=0; 2060 int spellcost = 0;
1845 2061
1846 /* check for loss of invisiblity/hide */ 2062 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2063 if (action_makes_visible (op))
2064 make_visible (op);
1848 2065
1849 switch(op->contr->shoottype) { 2066 switch (op->contr->shoottype)
2067 {
1850 case range_none: 2068 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; 2069 return;
1887 default: 2070
2071 case range_bow:
2072 player_fire_bow (op, dir);
2073 return;
2074
2075 case range_magic: /* Casting spells */
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2077 return;
2078
2079 case range_misc:
2080 fire_misc_object (op, dir);
2081 return;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2107 return;
1890 } 2108 }
1891} 2109}
1892 2110
1893 2111
1894 2112
1901 * inv is the objects inventory to searched 2119 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2120 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2121 * This function can be called recursively to search containers.
1904 */ 2122 */
1905 2123
2124object *
1906object * find_key(object *pl, object *container, object *door) 2125find_key (object *pl, object *container, object *door)
1907{ 2126{
1908 object *tmp,*key; 2127 object *tmp, *key;
1909 2128
1910 /* Should not happen, but sanity checking is never bad */ 2129 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2130 if (container->inv == NULL)
2131 return NULL;
1912 2132
1913 /* First, lets try to find a key in the top level inventory */ 2133 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2136 if (door->type == DOOR && tmp->type == KEY)
2137 break;
1916 /* For sanity, we should really check door type, but other stuff 2138 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2139 * (like containers) can be locked with special keys
1918 */ 2140 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2142 break;
1921 } 2143 }
1922 /* No key found - lets search inventories now */ 2144 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2145 /* 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 2146 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2147 * a key, return
1926 */ 2148 */
1927 if (!tmp) { 2149 if (!tmp)
2150 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152 {
1929 /* No reason to search empty containers */ 2153 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2154 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL)
2157 return key;
2158 }
2159 }
2160 if (!tmp)
2161 return NULL;
1932 } 2162 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2163 /* 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 2164 * see if we actually want to use it
1938 */ 2165 */
1939 if (pl!=container) { 2166 if (pl != container)
2167 {
1940 /* Only let players use keys in containers */ 2168 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2169 if (!pl->contr)
2170 return NULL;
1942 /* cases where this fails: 2171 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2172 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2173 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2174 * If the container is not active, return now since only active
1946 * containers can be used. 2175 * containers can be used.
1947 * If we only search keyrings and the container does not have 2176 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2177 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2178 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2179 * inv must have been an container and must have been active.
1951 * 2180 *
1952 * Change the color so that the message doesn't disappear with 2181 * Change the color so that the message doesn't disappear with
1953 * all the others. 2182 * all the others.
1954 */ 2183 */
1955 if (pl->contr->usekeys == key_inventory || 2184 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2185 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2187 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2189 "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; 2190 return NULL;
1964 } 2191 }
1965 } 2192 }
1966 return tmp; 2193 return tmp;
1967} 2194}
1968 2195
1969/* moved door processing out of move_player_attack. 2196/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2197 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2198 * such that the caller should not do anything more,
1972 * 0 otherwise 2199 * 0 otherwise
1973 */ 2200 */
2201static int
1974static int player_attack_door(object *op, object *door) 2202player_attack_door (object *op, object *door)
1975{ 2203{
1976 2204
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2205 /* 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 - 2206 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2207 * otherwise, we fall through to the rest of the code.
1980 */ 2208 */
1981 object *key=find_key(op, op, door); 2209 object *key = find_key (op, op, door);
1982 2210
1983 /* IF we found a key, do some extra work */ 2211 /* IF we found a key, do some extra work */
1984 if (key) { 2212 if (key)
2213 {
1985 object *container=key->env; 2214 object *container = key->env;
1986 2215
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2217 if (action_makes_visible (op))
2218 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2221 if (door->type == DOOR)
2222 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2224 }
1993 else if(door->type==LOCKED_DOOR) { 2225 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2226 {
1995 "You open the door with the %s", query_short_name(key)); 2227 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 ;-) */ 2228 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2229 }
1998 /* Do this after we print the message */ 2230 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2231 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2232 /* Need to update the weight the container the key was in */
2001 if (container != op) 2233 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2234 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2235 return 1; /* Nothing more to do below */
2236 }
2004 } else if (door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
2238 {
2005 /* Might as well return now - no other way to open this */ 2239 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2241 return 1;
2008 } 2242 }
2009 return 0; 2243 return 0;
2010} 2244}
2011 2245
2012/* This function is just part of a breakup from move_player. 2246/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2247 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2248 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2249 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2250 * going to try and move (not fire weapons).
2017 */ 2251 */
2018 2252
2253void
2019void move_player_attack(object *op, int dir) 2254move_player_attack (object *op, int dir)
2020{ 2255{
2021 object *tmp, *mon; 2256 object *tmp, *mon;
2022 sint16 nx, ny; 2257 sint16 nx, ny;
2023 int on_battleground; 2258 int on_battleground;
2024 mapstruct *m; 2259 maptile *m;
2025 2260
2026 nx=freearr_x[dir]+op->x; 2261 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2262 ny = freearr_y[dir] + op->y;
2028 2263
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2264 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2265
2031 /* If braced, or can't move to the square, and it is not out of the 2266 /* 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 2267 * 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 2268 * 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 2269 * 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 2270 * 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 2271 * 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 2272 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2273 * move_ob uses.
2039 */ 2274 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2279 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2280 if (!m)
2044 } 2281 return; /* Don't think this should happen */
2045 else m =op->map; 2282 }
2046 2283 else
2284 m = op->map;
2285
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2289 return;
2050 } 2290 }
2051 2291
2052 mon = NULL; 2292 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2293 /* 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. 2294 * 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 2295 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2296 * on the space
2057 */ 2297 */
2058 while (tmp!=NULL) { 2298 while (tmp != NULL)
2299 {
2059 if (tmp == op) { 2300 if (tmp == op)
2060 tmp=tmp->above; 2301 {
2061 continue; 2302 tmp = tmp->above;
2062 } 2303 continue;
2304 }
2305
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2307 {
2065 break; 2308 mon = tmp;
2066 } 2309 break;
2310 }
2311
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2313 mon = tmp;
2314
2069 tmp=tmp->above; 2315 tmp = tmp->above;
2070 } 2316 }
2071 2317
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2318 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2319 return; /* into a wall */
2074 2320
2075 if(mon->head != NULL) 2321 if (mon->head != NULL)
2076 mon = mon->head; 2322 mon = mon->head;
2077 2323
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2325 if (player_attack_door (op, mon))
2326 return;
2080 2327
2081 /* The following deals with possibly attacking peaceful 2328 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2329 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2330 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2331 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2332 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2333 * and thus will not push them.
2087 */ 2334 */
2088 2335
2089 /* If the creature is a pet, push it even if the player is not 2336 /* 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 2337 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2338 * player owns it and it is either friendly or unagressive.
2092 */ 2339 */
2093 if ((op->type==PLAYER) 2340 if ((op->type == PLAYER)
2094#if COZY_SERVER 2341#if COZY_SERVER
2095 && 2342 &&
2096 ( 2343 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2345#else
2102 && get_owner(mon)==op 2346 && mon->owner == op
2103#endif 2347#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2349 {
2106 /* If we're braced, we don't want to switch places with it */ 2350 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2351 if (op->contr->braced)
2352 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2354 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2111 return; 2357 return;
2112 } 2358 }
2113 2359
2114 /* in certain circumstances, you shouldn't attack friendly 2360 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2361 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2362 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2363 * attack them either.
2118 */ 2364 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2365 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2367#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2368 (op->contr->peaceful
2369 || (mon->type == PLAYER
2370 && mon->contr->
2371 peaceful)) &&
2124#else 2372#else
2125 op->contr->peaceful && 2373 op->contr->peaceful &&
2126#endif 2374#endif
2127 !on_battleground 2375 !on_battleground))
2376 {
2377 if (!op->contr->braced)
2128 )) { 2378 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2380 (void) push_ob (mon, dir, op);
2132 } else { 2381 }
2382 else
2383 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2384 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2385 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2386 if (op->contr->tmp_invis || op->hide)
2136 } 2387 make_visible (op);
2388 }
2137 2389
2138 /* If the object is a boulder or other rollable object, then 2390 /* 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. 2391 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2392 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2394 {
2142 recursive_roll(mon,dir,op); 2395 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2396 if (action_makes_visible (op))
2144 } 2397 make_visible (op);
2398 }
2145 2399
2146 /* Any generic living creature. Including things like doors. 2400 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2401 * 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: 2402 * 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 2403 * 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. 2404 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2405 */
2152 2406
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2409 {
2156 2410
2157 /* If the player hasn't hit something this tick, and does 2411 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2412 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2413 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2414 * incurred a 1 tick offset.
2161 */ 2415 */
2162 if (!op->contr->has_hit) { 2416 if (!op->contr->has_hit)
2417 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2418 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2419
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2421 }
2167 2422
2168 skill_attack(mon, op, 0, NULL, NULL); 2423 skill_attack (mon, op, 0, NULL, NULL);
2169 2424
2170 /* If attacking another player, that player gets automatic 2425 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2426 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2427 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2428 * the wiz.
2174 */ 2429 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2430 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)) { 2431 {
2177 short luck = mon->stats.luck; 2432 short luck = mon->stats.luck;
2433
2178 mon->contr->has_hit = 1; 2434 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2435 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2436 mon->stats.luck = luck;
2181 } 2437 }
2182 if(action_makes_visible(op)) make_visible(op); 2438 if (action_makes_visible (op))
2183 } 2439 make_visible (op);
2440 }
2184 } /* if player should attack something */ 2441 } /* if player should attack something */
2185} 2442}
2186 2443
2444int
2187int move_player(object *op,int dir) { 2445move_player (object *op, int dir)
2446{
2188 int pick; 2447 int pick;
2189 2448
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2449 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; 2450 return 0;
2451
2452 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9))
2454 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0;
2457 }
2458
2459 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462
2463 op->facing = dir;
2464
2465 if (op->hide)
2466 do_hidden_move (op);
2467
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ;
2470 else if (op->contr->fire_on)
2471 fire (op, dir);
2472 else
2473 {
2474 move_player_attack (op, dir);
2475 pick = check_pick (op);
2476 }
2477
2478 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing.
2480 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir;
2484 }
2485 else
2486 {
2487 op->direction = 0;
2488 }
2489 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities
2491 * for players.
2492 */
2493 animate_object (op, op->facing);
2494 return 0;
2229} 2495}
2230 2496
2231/* This is similar to handle_player, below, but is only used by the 2497/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2498 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2499 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2500 * the new speed values for commands.
2235 * 2501 *
2236 * Returns true if there are more actions we can do. 2502 * Returns true if there are more actions we can do.
2237 */ 2503 */
2504int
2238int handle_newcs_player(object *op) 2505handle_newcs_player (object *op)
2239{ 2506{
2240 if (op->contr->hidden) { 2507 if (op->contr->hidden)
2508 {
2241 op->invisible = 1000; 2509 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2510 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2511 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2512 * alternate it here for it to work correctly.
2245 */ 2513 */
2246 if (pticks & 2) op->invisible--; 2514 if (pticks & 2)
2515 op->invisible--;
2247 } 2516 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2249 op->invisible--; 2519 op->invisible--;
2250 if(!op->invisible) { 2520 if (!op->invisible)
2521 {
2251 make_visible(op); 2522 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2524 }
2254 } 2525 }
2255 2526
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2257 flee_player(op); 2529 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2530 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2260 op->speed_left--; 2533 op->speed_left--;
2261 return 0; 2534 return 0;
2262 } 2535 }
2263 } 2536 }
2264 2537
2265 /* I've been seeing crashes where the golem has been destroyed, but 2538 /* 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 2539 * 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 2540 * 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. 2541 * put this in a a workaround to clean up the golem pointer.
2269 */ 2542 */
2270 if (op->contr->ranges[range_golem] && 2543 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; 2544 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2545
2277 /* call this here - we also will call this in do_ericserver, but 2546 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2547 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2548 * called, so we recheck it here.
2280 */ 2549 */
2281 HandleClient(&op->contr->socket, op->contr); 2550 HandleClient (op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2551 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; 2552 return 0;
2297}
2298 2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 return 0;
2570}
2571
2572int
2299int save_life(object *op) { 2573save_life (object *op)
2574{
2300 object *tmp; 2575 object *tmp;
2301 2576
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2577 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; 2578 return 0;
2579
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 {
2583 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2585
2586 if (op->contr)
2587 esrv_del_item (op->contr, tmp->count);
2588
2589 tmp->destroy ();
2590 CLEAR_FLAG (op, FLAG_LIFESAVE);
2591
2592 if (op->stats.hp < 0)
2593 op->stats.hp = op->stats.maxhp;
2594
2595 if (op->stats.food < 0)
2596 op->stats.food = 999;
2597
2598 fix_player (op);
2599 return 1;
2600 }
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */
2604 return 0;
2327} 2605}
2328 2606
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2607/* 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 2608 * 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 2609 * function will descend into containers. op is the object to start the search
2332 * from. 2610 * from.
2333 */ 2611 */
2612void
2334void remove_unpaid_objects(object *op, object *env) 2613remove_unpaid_objects (object *op, object *env)
2335{ 2614{
2336 object *next; 2615 object *next;
2337 2616
2338 while (op) { 2617 while (op)
2618 {
2339 next=op->below; /* Make sure we have a good value, in case 2619 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2620 * we remove object 'op'
2341 */ 2621 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2623 {
2624 op->remove ();
2344 op->x = env->x; 2625 op->x = env->x;
2345 op->y = env->y; 2626 op->y = env->y;
2346 if (env->type == PLAYER) 2627 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2628 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2629 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2630 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 else if (op->inv)
2351 op=next; 2632 remove_unpaid_objects (op->inv, env);
2633 op = next;
2352 } 2634 }
2353} 2635}
2354 2636
2355 2637
2356/* 2638/*
2358 * Moved from apply.c to player.c - player.c is what 2640 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2641 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2642 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2643 * but there isn't one in the server directory.
2362 */ 2644 */
2645char *
2363char *gravestone_text (object *op) 2646gravestone_text (object *op)
2364{ 2647{
2365 static char buf2[MAX_BUF]; 2648 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2650 time_t now = time (NULL);
2368 2651
2369 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2655 else
2373 sprintf (buf, "%s\n", op->name); 2656 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2657 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2658 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2659 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2660 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2661 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2662 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2663 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2664 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2665 if (op->type == PLAYER)
2666 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2667 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2668 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2669 strcat (buf2, buf);
2386 } 2670 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2672 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2673 strcat (buf2, buf);
2390 return buf2; 2674 return buf2;
2391} 2675}
2392 2676
2393 2677
2394 2678
2679void
2395void do_some_living(object *op) { 2680do_some_living (object *op)
2681{
2396 int last_food=op->stats.food; 2682 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2683 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2684 int over_hp, over_sp, over_grace;
2399 int i; 2685 int i;
2400 int rate_hp = 1200; 2686 int rate_hp = 1200;
2401 int rate_sp = 2500; 2687 int rate_sp = 2500;
2402 int rate_grace = 2000; 2688 int rate_grace = 2000;
2403 const int max_hp = 1; 2689 const int max_hp = 1;
2404 const int max_sp = 1; 2690 const int max_sp = 1;
2405 const int max_grace = 1; 2691 const int max_grace = 1;
2406 2692
2407 if (op->contr->outputs_sync) { 2693 if (op->contr->outputs_sync)
2694 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2696 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]); 2697 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2698 }
2413 2699
2414 if(op->contr->state==ST_PLAYING) { 2700 if (op->contr->state == ST_PLAYING)
2701 {
2415 2702
2416 /* these next three if clauses make it possible to SLOW DOWN 2703 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2704 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2705 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2707 else
2708 {
2421 gen_hp = op->stats.maxhp; 2709 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2711 }
2424 if(op->contr->gen_sp >= 0 ) 2712 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2714 else
2715 {
2427 gen_sp = op->stats.maxsp; 2716 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2718 }
2430 if(op->contr->gen_grace >= 0) 2719 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2721 else
2722 {
2433 gen_grace = op->stats.maxgrace; 2723 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2725 }
2436 2726
2437 /* Regenerate Spell Points */ 2727 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2729 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2730 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) { 2731 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2732 {
2733 op->stats.sp++;
2442 /* dms do not consume food */ 2734 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2735 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2736 {
2737 op->stats.food--;
2445 if(op->contr->digestion<0) 2738 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2739 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2740 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; 2741 op->stats.food = last_food;
2742 }
2743 }
2744 if (max_sp > 1)
2745 {
2746 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0)
2748 {
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2752 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2753 op->stats.sp--;
2754 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp;
2756 }
2757 op->last_sp = 0;
2758 }
2759 else
2760 {
2761 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2762 }
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2450 } 2768 }
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 2769
2471 /* Regenerate Grace */ 2770 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2771 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2772 if (--op->last_grace < 0)
2773 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2774 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2775 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2776 if (max_grace > 1)
2777 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2779 if (over_grace > 0)
2479 op->stats.sp += over_grace 2780 {
2781 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; 2782 + (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; 2783 op->last_grace = 0;
2482 } else { 2784 }
2785 else
2786 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2787 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2788 }
2485 } else { 2789 }
2790 else
2791 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2792 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2793 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2794 /* wearing stuff doesn't detract from grace generation. */
2489 } 2795 }
2490 2796
2491 /* Regenerate Hit Points */ 2797 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2798 if (--op->last_heal < 0)
2799 {
2493 if(op->stats.hp<op->stats.maxhp) { 2800 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2801 {
2802 op->stats.hp++;
2495 /* dms do not consume food */ 2803 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2804 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2805 {
2806 op->stats.food--;
2498 if(op->contr->digestion<0) 2807 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2808 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2809 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; 2810 op->stats.food = last_food;
2811 }
2812 }
2813 if (max_hp > 1)
2814 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0)
2817 {
2818 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2819 op->last_heal = 0;
2820 }
2821 else
2822 {
2823 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2824 }
2825 }
2826 else
2827 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829 }
2503 } 2830 }
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 2831
2519 /* Digestion */ 2832 /* Digestion */
2520 if(--op->last_eat<0) { 2833 if (--op->last_eat < 0)
2834 {
2521#ifdef COZY_SERVER 2835#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2836 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2837 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2838#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2839 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 2840#endif
2529 2841
2530 if(op->contr->gen_hp > 0) 2842 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2843 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2844 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2846 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2847 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2848 op->stats.food--;
2849 }
2537 } 2850 }
2538 2851
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2853 {
2540 object *tmp, *flesh=NULL; 2854 object *tmp, *flesh = NULL;
2541 2855
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2857 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2862 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2863 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2864 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2865 break;
2549 } 2866 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2867 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2868 flesh = tmp;
2552 } /* end of for loop */ 2869 } /* End if paid for object */
2870 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2871 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2872 * eat flesh instead.
2555 */ 2873 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2877 manual_apply (op, flesh, 0);
2559 } 2878 }
2560 } /* end if player is starving */ 2879 } /* end if player is starving */
2561 2880
2562 while(op->stats.food<0&&op->stats.hp>0) 2881 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2882 op->stats.food++, op->stats.hp--;
2564 2883
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2884 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2885 kill_player (op);
2567} 2886}
2568 2887
2569 2888
2570 2889
2571/* If the player should die (lack of hp, food, etc), we call this. 2890/* 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 2891 * 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 2892 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2893 * file.
2575 */ 2894 */
2895void
2576void kill_player(object *op) 2896kill_player (object *op)
2577{ 2897{
2578 char buf[MAX_BUF]; 2898 char buf[MAX_BUF];
2579 int x,y,i; 2899 int x, y;
2900
2901 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2902 maptile *map; /* this is for resurrection */
2903
2581 int z; 2904 /* int z;
2582 int num_stats_lose; 2905 int num_stats_lose;
2583 int lost_a_stat; 2906 int lost_a_stat;
2584 int lose_this_stat; 2907 int lose_this_stat;
2585 int this_stat; 2908 int this_stat; */
2586 int will_kill_again; 2909 int will_kill_again;
2587 archetype *at; 2910 archetype *at;
2588 object *tmp; 2911 object *tmp;
2589 2912
2590 if(save_life(op)) 2913 if (save_life (op))
2591 return; 2914 return;
2592 2915
2593 2916
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2917 /* 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. 2918 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2919 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2920 */
2598 if (op_on_battleground(op, &x, &y)) { 2921 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2922 {
2600 "You have been defeated in combat!"); 2923 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, 2924 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2925
2603
2604 /* restore player */ 2926 /* restore player */
2605 at = find_archetype("poisoning"); 2927 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2928 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2929 if (tmp)
2608 remove_ob(tmp); 2930 {
2609 free_object(tmp); 2931 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2933 }
2612 2934
2613 at = find_archetype("confusion"); 2935 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2936 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2937 if (tmp)
2616 remove_ob(tmp); 2938 {
2617 free_object(tmp); 2939 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2941 }
2620 2942
2621 cure_disease(op,0); /* remove any disease */ 2943 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2944 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2945 if (op->stats.food <= 0)
2624 2946 op->stats.food = 999;
2947
2625 /* create a bodypart-trophy to make the winner happy */ 2948 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2949 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2950 if (tmp != NULL)
2628 { 2951 {
2629 sprintf(buf,"%s's finger",op->name); 2952 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2953 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2954 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2955 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2957 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2958 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2959 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2960 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2961 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2962 }
2963
2642 /* teleport defeated player to new destination*/ 2964 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2965 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2966 op->contr->braced = 0;
2645 return; 2967 return;
2646 } 2968 }
2647 2969
2648 INVOKE_PLAYER (DEATH, op->contr); 2970 INVOKE_PLAYER (DEATH, op->contr);
2649 2971
2650 command_kill_pets (op, 0); 2972 command_kill_pets (op, 0);
2651 2973
2652 if(op->stats.food<0) { 2974 if (op->stats.food < 0)
2975 {
2653 if (op->contr->explore) { 2976 if (op->contr->explore)
2977 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2978 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..."); 2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2980 op->stats.food = 999;
2657 return; 2981 return;
2658 } 2982 }
2659 sprintf(buf,"%s starved to death.",op->name); 2983 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2984 strcpy (op->contr->killer, "starvation");
2985 }
2986 else
2661 } 2987 {
2662 else {
2663 if (op->contr->explore) { 2988 if (op->contr->explore)
2989 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2990 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..."); 2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2667 return; 2993 return;
2668 } 2994 }
2669 sprintf(buf,"%s died.",op->name); 2995 sprintf (buf, "%s died.", &op->name);
2670 } 2996 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2998
2673 /* save the map location for corpse, gravestone*/ 2999 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3000 x = op->x;
3001 y = op->y;
3002 map = op->map;
2675 3003
2676 3004
2677 if (settings.not_permadeth == TRUE) { 3005 if (settings.not_permadeth == TRUE)
3006 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3007 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3008 * 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. 3009 * See the config.h file for a little more in depth detail about this.
2681 */ 3010 */
2682 3011
2683 /* Basically two ways to go - remove a stat permanently, or just 3012 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3013 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3014 * of death.
2686 */ 3015 */
2687#ifndef COZY_SERVER 3016#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3017 if (settings.balanced_stat_loss)
3018 {
2689 /* If stat loss is permanent, lose one stat only. */ 3019 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3020 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3021 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3022 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3023 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3024 little bit harder. */
2695 /* GD */ 3025 /* GD */
2696 if (settings.stat_loss_on_death) 3026 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3027 num_stats_lose = 1;
2698 else 3028 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3030 }
3031 else
3032 {
2701 num_stats_lose = 1; 3033 num_stats_lose = 1;
2702 } 3034 }
2703 lost_a_stat = 0; 3035 lost_a_stat = 0;
2704 3036
2705 for (z=0; z<num_stats_lose; z++) { 3037 for (z = 0; z < num_stats_lose; z++)
3038 {
2706 i = RANDOM() % NUM_STATS; 3039 i = RANDOM () % NUM_STATS;
2707 3040
2708 if (settings.stat_loss_on_death) { 3041 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 3042 {
2723 dep = present_arch_in_ob(deparch,op); 3043 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3044 * what he lost.
2725 dep = arch_to_object(deparch); 3045 */
2726 insert_ob_in_ob(dep, op); 3046 change_attr_value (&(op->stats), i, -1);
2727 } 3047 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3048 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3049 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3051 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 3052 }
2756 if (lose_this_stat) { 3053 else
3054 {
3055 /* deplete a stat */
3056 archetype *deparch = archetype::find ("depletion");
3057 object *dep;
3058
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 {
3062 dep = arch_to_object (deparch);
3063 insert_ob_in_ob (dep, op);
3064 }
3065 lose_this_stat = 1;
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0)
3072 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3101 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3102 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3103 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3104 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3105 * difference.
2763 */ 3106 */
2764 if (this_stat>=-50) { 3107 if (this_stat >= -50)
3108 {
2765 change_attr_value(&(dep->stats), i, -1); 3109 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3110 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3112 fix_player (op);
2769 lost_a_stat = 1; 3113 lost_a_stat = 1;
2770 } 3114 }
2771 } 3115 }
2772 } 3116 }
2773 } 3117 }
2774 /* If no stat lost, tell the player. */ 3118 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3119 if (!lost_a_stat)
2776 { 3120 {
2777 /* determine_god() seems to not work sometimes... why is this? 3121 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3122 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3123 const char *god = determine_god (op);
3124
2780 if (god && (strcmp(god, "none"))) 3125 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3126 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" 3127 else
2783 " you.", god); 3128 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3129 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3130#else
2786 " feel a holy presence protecting you."); 3131 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 3132#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 3133
2792 /* Put a gravestone up where the character 'almost' died. List the 3134 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3135 * exp loss on the stone.
2794 */ 3136 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3137 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3138 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3139 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3140 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3141 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3142 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" 3143 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; 3144 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3145 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3146
2809 /**************************************/ 3147 /**************************************/
2810 /* */ 3148 /* */
2811 /* Subtract the experience points, */ 3149 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3150 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3151 /* food, and reset HP's... */
2814 /* */ 3152 /* */
2815 /**************************************/ 3153 /**************************************/
2816 3154
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3155 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3156 /* restore player */
2819 at = find_archetype("poisoning"); 3157 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3158 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3159
2822 remove_ob(tmp); 3160 if (tmp)
2823 free_object(tmp); 3161 {
3162 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3164 }
2826 3165
2827 at = find_archetype("confusion"); 3166 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3167 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3168 if (tmp)
2830 remove_ob(tmp); 3169 {
2831 free_object(tmp); 3170 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3172 }
3173
2834 cure_disease(op,0); /* remove any disease */ 3174 cure_disease (op, 0); /* remove any disease */
2835 3175
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3176 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3177 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3178 if (op->stats.food < 100)
3179 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3180 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3183
2843 /* 3184 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3185 * 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 3186 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3187 * in the map.
2847 */ 3188 */
2848 3189
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3190 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3191 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3192
2857 /****************************************/ 3193 /****************************************/
2858 /* */ 3194 /* */
2859 /* Move player to his current respawn- */ 3195 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3196 /* position (usually last savebed) */
2861 /* */ 3197 /* */
2862 /****************************************/ 3198 /****************************************/
2863 3199
2864 enter_player_savebed(op); 3200 enter_player_savebed (op);
2865 3201
2866 /* Save the player before inserting the force to reduce 3202 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3203 * chance of abuse.
2868 */ 3204 */
2869 op->contr->braced=0; 3205 op->contr->braced = 0;
2870 save_player(op,1); 3206 save_player (op, 1);
2871 3207
2872 /* it is possible that the player has blown something up 3208 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3209 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3210 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3211 * on the space that might harm the player.
2876 */ 3212 */
2877 will_kill_again=0; 3213 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3214 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3215 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3216 will_kill_again |= tmp->attacktype;
2881 } 3217
2882 if (will_kill_again) { 3218 if (will_kill_again)
3219 {
2883 object *force; 3220 object *force;
2884 int at; 3221 int at;
2885 3222
2886 force=get_archetype(FORCE_NAME); 3223 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3224 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3225 force->speed = 0.1;
2889 force->speed_left=-5.0; 3226 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3227 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3228 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3229 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3230 force->resist[at] = 100;
2894 } 3231
2895 insert_ob_in_ob(force, op); 3232 insert_ob_in_ob (force, op);
2896 fix_player(op); 3233 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3234
3235 }
3236
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3238 return;
2908 } /* NOT_PERMADETH */ 3239 } /* NOT_PERMADETH */
2909 else { 3240 else
3241 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3243 * should probably be embedded in an else statement.
2912 */ 3244 */
2913 3245
2914 op->contr->party=NULL; 3246 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3247 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3248 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3250 check_score (op);
3251
2919 if(op->contr->ranges[range_golem]!=NULL) { 3252 if (op->contr->ranges[range_golem])
3253 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3254 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3255 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3256 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3257 }
2925 } 3258
2926 loot_object(op); /* Remove some of the items for good */ 3259 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3260 op->remove ();
2928 op->direction=0; 3261 op->direction = 0;
2929 3262
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
2931 delete_character(op->name,0); 3265 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3266 if (settings.resurrection == TRUE)
3267 {
2933 /* save playerfile sans equipment when player dies 3268 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3269 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3270 ** type spells will work on them nicely
2936 */ 3271 */
2937 delete_character(op->name,0); 3272 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3273 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3274 op->stats.food = 999;
2940 3275
2941 /* set the location of where the person will reappear when */ 3276 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3277 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3279 if (op->map != NULL)
2945 op->map = NULL; 3280 op->map = NULL;
2946 op->x = settings.emergency_x; 3281 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3282 op->y = settings.emergency_y;
2948 save_player(op,0); 3283 save_player (op, 0);
2949 op->map = map; 3284 op->map = map;
2950 /* please see resurrection.c: peterm */ 3285 /* please see resurrection.c: peterm */
2951 dead_player(op); 3286 dead_player (op);
2952 } else { 3287 }
3288 else
2953 delete_character(op->name,1); 3289 delete_character (op->name, 1);
2954 } 3290 }
2955 } 3291
2956 play_again(op); 3292 play_again (op);
2957 3293
2958 /* peterm: added to create a corpse at deathsite. */ 3294 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3296 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3297 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3298 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3299 tmp->x = x;
2965 if (tmp->msg) 3300 tmp->y = y;
2966 free_string(tmp->msg); 3301 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3302 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3303 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3304 }
2971} 3305}
2972 3306
2973 3307
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3308void
3309loot_object (object *op)
3310{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3311 object *tmp, *tmp2, *next;
2976 3312
2977 if (op->container) { /* close open sack first */ 3313 if (op->container)
3314 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3315 esrv_apply_container (op, op->container);
2979 } 3316 }
2980 3317
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3318 for (tmp = op->inv; tmp != NULL; tmp = next)
3319 {
2982 next=tmp->below; 3320 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3321 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3322 continue;
3323 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3324 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3325 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3326 { /* empty container to ground */
2988 } 3327 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3328 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3329 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3330 {
2991 if(tmp->nrof>1) { 3331 if (tmp->nrof > 1)
3332 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3334 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3335 insert_ob_in_map (tmp, op->map, NULL, 0);
3336 }
3337 else
3338 tmp->destroy ();
3339 }
2995 } else 3340 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3341 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3342 }
3000} 3343}
3001 3344
3002/* 3345/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3346 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3347 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3348 * was changed.
3006 */ 3349 */
3007 3350
3351void
3008void fix_weight(void) { 3352fix_weight (void)
3353{
3009 player *pl; 3354 player *pl;
3355
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359
3012 if(old == sum) 3360 if (old == sum)
3013 continue; 3361 continue;
3014 fix_player(pl->ob); 3362 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3363 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3364 }
3018} 3365}
3019 3366
3367void
3020void fix_luck(void) { 3368fix_luck (void)
3369{
3021 player *pl; 3370 player *pl;
3371
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3373 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3374 change_luck (pl->ob, 0);
3025} 3375}
3026 3376
3027 3377
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3378/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3379 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3380 * just treat this as any other spell casting object.
3031 */ 3381 */
3032 3382
3033void 3383void
3034cast_dust (object * op, object * throw_ob, int dir) 3384cast_dust (object *op, object *throw_ob, int dir)
3035{ 3385{
3036 object *skop, *spob; 3386 object *skop, *spob;
3037 3387
3038 skop = find_skill_by_name (op, throw_ob->skill); 3388 skop = find_skill_by_name (op, throw_ob->skill);
3039 3389
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3390 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3391 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3392 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3393 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3394 return;
3046 } 3395 }
3047 3396
3048 spob = throw_ob->inv; 3397 spob = throw_ob->inv;
3049 3398
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3399 // 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 3400 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3401 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3402 if (!spob)
3054 { 3403 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3404 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; 3405 return;
3058 } 3406 }
3059 3407
3060 if (op->type == PLAYER) 3408 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3409 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3410
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3411 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3412
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3413 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3414}
3069 3415
3416void
3070void make_visible (object *op) { 3417make_visible (object *op)
3418{
3071 op->hide = 0; 3419 op->hide = 0;
3072 op->invisible = 0; 3420 op->invisible = 0;
3073 if(op->type==PLAYER) { 3421 if (op->type == PLAYER)
3422 {
3074 op->contr->tmp_invis = 0; 3423 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3424 op->contr->invis_race = 0;
3076 } 3425 }
3077 update_object(op,UP_OBJ_FACE); 3426 update_object (op, UP_OBJ_FACE);
3078} 3427}
3079 3428
3429int
3080int is_true_undead(object *op) { 3430is_true_undead (object *op)
3431{
3081 object *tmp=NULL; 3432 object *tmp = NULL;
3082 3433
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1;
3084 3436
3085 if(op->type==PLAYER) 3437 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3089 return 0; 3442 return 0;
3090} 3443}
3091 3444
3092/* look at the surrounding terrain to determine 3445/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3446 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3447 * indicate greater hideability.
3095 */ 3448 */
3096 3449
3450int
3097int hideability(object *ob) { 3451hideability (object *ob)
3452{
3098 int i,level=0, mflag; 3453 int i, level = 0, mflag;
3099 sint16 x,y; 3454 sint16 x, y;
3100 3455
3101 if(!ob||!ob->map) return 0; 3456 if (!ob || !ob->map)
3457 return 0;
3102 3458
3103 /* so, on normal lighted maps, its hard to hide */ 3459 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3460 level = ob->map->darkness - 2;
3105 3461
3106 /* this also picks up whether the object is glowing. 3462 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3463 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3464 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3465 if (has_carried_lights (ob))
3466 level = -(10 + (2 * ob->map->darkness));
3110 3467
3111 /* scan through all nearby squares for terrain to hide in */ 3468 /* 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]) { 3469 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3470 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3471 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3472 if (mflag & P_OUT_OF_MAP)
3473 {
3474 continue;
3475 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3476 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3477 level += 2;
3117 else /* open terrain! */ 3478 else /* open terrain! */
3118 level -= 1; 3479 level -= 1;
3119 } 3480 }
3120 3481
3121#if 0 3482#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3483 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3484#endif
3124 return level; 3485 return level;
3125} 3486}
3126 3487
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3488/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3489 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3490 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3491 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3492 */
3132 3493
3494void
3133void do_hidden_move (object *op) { 3495do_hidden_move (object *op)
3496{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3497 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3498 object *skop;
3136 3499
3137 if(!op || !op->map) return; 3500 if (!op || !op->map)
3501 return;
3138 3502
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3504
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3505 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3506 if (op->type == PLAYER && op->contr->run_on)
3507 {
3143 if(!skop || num >= skop->level) { 3508 if (!skop || num >= skop->level)
3509 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3510 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3511 make_visible (op);
3146 return; 3512 return;
3147 } else num += 20; 3513 }
3514 else
3515 num += 20;
3148 } 3516 }
3149 num += op->map->difficulty; 3517 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3518 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3519 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 {
3153 make_visible(op); 3522 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3523 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3524 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3525 }
3157 else if (op->type == PLAYER && skop) { 3526 else if (op->type == PLAYER && skop)
3527 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3528 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3529 }
3160} 3530}
3161 3531
3162/* determine if who is standing near a hostile creature. */ 3532/* determine if who is standing near a hostile creature. */
3163 3533
3534int
3164int stand_near_hostile( object *who ) { 3535stand_near_hostile (object *who)
3536{
3165 object *tmp=NULL; 3537 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3538 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3539 maptile *m;
3168 sint16 x,y; 3540 sint16 x, y;
3169 3541
3170 if(!who) return 0; 3542 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; 3543 return 0;
3544
3545 if (who->type == PLAYER)
3546 player = 1;
3547
3548 else
3549 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3550
3551 /* search adjacent squares */
3552 for (i = 1; i < 9; i++)
3553 {
3554 x = who->x + freearr_x[i];
3555 y = who->y + freearr_y[i];
3556 m = who->map;
3557 mflags = get_map_flags (m, &m, x, y, &x, &y);
3558 /* space must be blocked if there is a monster. If not
3559 * blocked, don't need to check this space.
3560 */
3561 if (mflags & P_OUT_OF_MAP)
3562 continue;
3563 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3564 continue;
3565
3566 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3567 {
3568 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3569 return 1;
3570 else if (tmp->type == PLAYER)
3571 {
3572 /*don't let a hidden DM prevent you from hiding */
3573 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3574 return 1;
3575 }
3576 }
3577 }
3578 return 0;
3200} 3579}
3201 3580
3202/* check the player los field for viewability of the 3581/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3582 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3583 * 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. 3590 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3591 * -b.t.
3213 * This function is now map tiling safe. 3592 * This function is now map tiling safe.
3214 */ 3593 */
3215 3594
3595int
3216int player_can_view (object *pl,object *op) { 3596player_can_view (object *pl, object *op)
3597{
3217 rv_vector rv; 3598 rv_vector rv;
3218 int dx,dy; 3599 int dx, dy;
3219 3600
3220 if(pl->type!=PLAYER) { 3601 if (pl->type != PLAYER)
3602 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3603 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; 3604 return -1;
3247 op = op->more;
3248 } 3605 }
3606 if (!pl || !op)
3249 return 0; 3607 return 0;
3608
3609 if (op->head)
3610 {
3611 op = op->head;
3612 }
3613 get_rangevector (pl, op, &rv, 0x1);
3614
3615 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any
3617 * part that is in the los array but isnt on
3618 * a blocked los square.
3619 * we use the archetype to figure out offsets.
3620 */
3621 while (op)
3622 {
3623 dx = rv.distance_x + op->arch->clone.x;
3624 dy = rv.distance_y + op->arch->clone.y;
3625
3626 /* only the viewable area the player sees is updated by LOS
3627 * code, so we need to restrict ourselves to that range of values
3628 * for any meaningful values.
3629 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3632 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3633 return 1;
3634 op = op->more;
3635 }
3636 return 0;
3250} 3637}
3251 3638
3252/* routine for both players and monsters. We call this when 3639/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3640 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3641 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3642 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3643 * return 0.
3257 */ 3644 */
3645int
3258int action_makes_visible (object *op) { 3646action_makes_visible (object *op)
3647{
3259 3648
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3649 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3650 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3651 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3652 return 0;
3263 3653
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3654 if (op->contr && op->contr->tmp_invis == 0)
3655 return 0;
3265 3656
3266 /* If monsters, they should become visible */ 3657 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3658 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3659 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3660 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3661 return 1;
3270 } 3662 }
3271 } 3663 }
3272 return 0; 3664 return 0;
3273} 3665}
3274 3666
3275/* op_on_battleground - checks if the given object op (usually 3667/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3668 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3669 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3670 * -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 3671 * 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 3672 * 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 3673 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3674 */
3675int
3283int op_on_battleground (object *op, int *x, int *y) { 3676op_on_battleground (object *op, int *x, int *y)
3677{
3284 object *tmp; 3678 object *tmp;
3285 3679
3286 /* A battleground-tile needs the following attributes to be valid: 3680 /* 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), 3681 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3682 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3683 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3684 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3685 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3686 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3687 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3688 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3689 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3690 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3691 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3692 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3693 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3694 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3695 {
3299 object *invtmp; 3696 object *invtmp;
3697
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3698 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3699 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3700 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3701 {
3702 if (x != NULL && y != NULL)
3703 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3704 return 1;
3705 }
3706 }
3707 }
3303 if (x != NULL && y != NULL) 3708 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3709 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3710 return 1;
3306 } 3711 }
3307 } 3712 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3713 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3714 /* If we got here, did not find a battleground */
3316 return 0; 3715 return 0;
3317} 3716}
3318 3717
3319/* 3718/*
3323 * attributes: 3722 * attributes:
3324 * object *who the dragon player 3723 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3724 * int atnr the attack-number of the ability focus
3326 * int level ability level 3725 * int level ability level
3327 */ 3726 */
3727void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3728dragon_ability_gain (object *who, int atnr, int level)
3729{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3730 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3731 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3732 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3733 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3734 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3735 int i = 0, j = 0;
3335 3736
3336 /* get the appropriate treasurelist */ 3737 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3738 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3739 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3740 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3741 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3742 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3743 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3744 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3745 trlist = find_treasurelist ("dragon_ability_poison");
3345 3746
3346 if (trlist == NULL || who->type != PLAYER) 3747 if (trlist == NULL || who->type != PLAYER)
3347 return; 3748 return;
3348 3749
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3750 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3751
3351
3352 if (tr == NULL || tr->item == NULL) { 3752 if (tr == NULL || tr->item == NULL)
3753 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3754 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3755 return;
3355 } 3756 }
3356 3757
3357 /* everything seems okay - now bring on the gift: */ 3758 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3759 item = &(tr->item->clone);
3359 3760
3360 if (item->type == SPELL) { 3761 if (item->type == SPELL)
3762 {
3361 if (check_spell_known (who, item->name)) 3763 if (check_spell_known (who, item->name))
3362 return; 3764 return;
3363 3765
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3766 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); 3767 do_learn_spell (who, item, 0);
3366 return; 3768 return;
3367 } 3769 }
3368 3770
3369 /* grant direct spell */ 3771 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3772 if (item->type == SPELLBOOK)
3773 {
3371 if (!item->inv) { 3774 if (!item->inv)
3775 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3776 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3777 return;
3375 } 3778 }
3376 if (check_spell_known (who, item->inv->name)) 3779 if (check_spell_known (who, item->inv->name))
3377 return; 3780 return;
3378 if (item->invisible) { 3781 if (item->invisible)
3782 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3783 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); 3784 do_learn_spell (who, item->inv, 0);
3381 return; 3785 return;
3382 } 3786 }
3383 } 3787 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3788 else if (item->type == SKILL_TOOL && item->invisible)
3789 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3790 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3791 {
3386 3792
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3793 /* 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 3794 * 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, 3795 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3796 * but not all of them, he gets nothing.
3391 */ 3797 */
3392 if (!(skop->attacktype & item->attacktype)) { 3798 if (!(skop->attacktype & item->attacktype))
3799 {
3393 /* Give new attacktype */ 3800 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3801 skop->attacktype |= item->attacktype;
3395 3802
3396 /* always add physical if there's none */ 3803 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3804 skop->attacktype |= AT_PHYSICAL;
3398 3805
3399 if (item->msg != NULL) 3806 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3807 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3808
3402 /* Give player new face */ 3809 /* Give player new face */
3403 if (item->animation_id) { 3810 if (item->animation_id)
3811 {
3404 who->face = skop->face; 3812 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3813 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3814 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3815 who->last_anim = 0;
3408 who->state = 0; 3816 who->state = 0;
3409 animate_object(who, who->direction); 3817 animate_object (who, who->direction);
3410 } 3818 }
3819 }
3820 }
3411 } 3821 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3822 else if (item->type == FORCE)
3823 {
3415 /* forces in the treasurelist can alter the player's stats */ 3824 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3825 object *skin;
3826
3417 /* first get the dragon skin force */ 3827 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3829 if (skin == NULL)
3420 if (skin == NULL) return; 3830 return;
3421 3831
3422 /* adding new spellpath attunements */ 3832 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3835 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3836
3426 /* print message */ 3837 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3838 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3839 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3840 {
3430 if (j) 3841 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3842 {
3432 else 3843 if (j)
3433 j = 1; 3844 strcat (buf, " and ");
3845 else
3846 j = 1;
3434 strcat(buf, spellpathnames[i]); 3847 strcat (buf, spellpathnames[i]);
3435 } 3848 }
3436 } 3849 }
3437 strcat(buf,"."); 3850 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3851 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3852 }
3440 3853
3441 /* evtl. adding flags: */ 3854 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3855 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3856 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3857 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3858 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3859 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3860 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3861
3449 /* print message if there is one */ 3862 /* print message if there is one */
3450 if (item->msg != NULL) 3863 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3864 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3865 }
3866 else
3452 } 3867 {
3453 else {
3454 /* generate misc. treasure */ 3868 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3869 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3870 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); 3871 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3872 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3873 esrv_send_item (who, tmp);
3460 } 3874 }
3461} 3875}
3462 3876
3463/** 3877/**
3464 * Unready an object for a player. This function does nothing if the object was 3878 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3879 * not readied.
3466 */ 3880 */
3881void
3467void player_unready_range_ob(player *pl, object *ob) { 3882player_unready_range_ob (player *pl, object *ob)
3883{
3468 rangetype i; 3884 rangetype i;
3469 3885
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3887 {
3471 if (pl->ranges[i] == ob) { 3888 if (pl->ranges[i] == ob)
3889 {
3472 pl->ranges[i] = NULL; 3890 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3891 if (pl->shoottype == i)
3892 {
3474 pl->shoottype = range_none; 3893 pl->shoottype = range_none;
3475 } 3894 }
3476 } 3895 }
3477 } 3896 }
3478} 3897}

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