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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 1.44 by root, Sat Dec 16 03:21:08 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>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
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
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
77 } 178 }
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); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 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); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
188 return 1; 200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
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 220 /* Clears basically the entire player structure except
229 * for next and socket. 221 * for next and socket.
230 */ 222 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
232 p->attachable_init (); //HACK
233 224
234 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 226 * we deal with that below this point.
236 */ 227 */
237 p->party=NULL; 228 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 232 p->Swap_First = -1;
242 233
243#ifdef AUTOSAVE 234#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
245#endif 236#endif
246 237
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 239
249 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 241 p->ob = op;
251 op->speed_left=0.5; 242 op->speed_left = 0.5;
252 op->speed=1.0; 243 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 245 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 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 */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
259 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
260 clear_los(op); 255 clear_los (op);
261 256
262 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
263 p->last_speed= -1; 258 p->last_speed = -1;
264 p->shoottype=range_none; 259 p->shoottype = range_none;
265 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 261 p->petmode = pet_normal;
267 p->listening=10; 262 p->listening = 10;
268 p->usekeys=containers; 263 p->usekeys = containers;
269 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 266 p->do_los = 1;
272 p->explore=0; 267 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 268 p->no_shout = 0; /* default can shout */
274 269
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 270 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 271 op->race = op->arch->clone.race;
278 272
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 273 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 274
281 /* we need to clear these to -1 and not zero - otherwise, 275 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 276 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 277 * send new values to the client, as things like exp start
284 * at zero. 278 * at zero.
285 */ 279 */
286 for (i=0; i < NUM_SKILLS; i++) { 280 for (i = 0; i < NUM_SKILLS; i++)
281 {
287 p->last_skill_exp[i] = -1; 282 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 283 p->last_skill_ob[i] = NULL;
289 } 284 }
285
290 for (i=0; i < NROFATTACKS; i++) { 286 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 287 p->last_resist[i] = -1;
292 } 288
293 p->last_stats.exp = -1; 289 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 290 p->last_weight = (uint32) - 1;
295 291
296 p->socket.update_look=0; 292 p->socket->update_look = 0;
297 p->socket.look_position=0; 293 p->socket->look_position = 0;
294
298 return p; 295 return p;
299} 296}
300
301 297
302/* This loads the first map an puts the player on it. */ 298/* This loads the first map an puts the player on it. */
299static void
303static void set_first_map(object *op) 300set_first_map (object *op)
304{ 301{
305 strcpy(op->contr->maplevel, first_map_path); 302 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 303 op->x = -1;
307 op->y = -1; 304 op->y = -1;
308 enter_exit(op, NULL); 305 enter_exit (op, NULL);
309} 306}
310 307
311/* Tries to add player on the connection passwd in ns. 308/* 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 309 * All we can really get in this is some settings like host and display
313 * mode. 310 * mode.
314 */ 311 */
315 312
316int add_player(NewSocket *ns) { 313int
317 player *p; 314add_player (client *ns)
315{
316 player *p = new player;
318 317
319 p=get_player(NULL);
320 p->socket = *ns; 318 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 319 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 320
323 fatal(OUT_OF_MEMORY); 321 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 322 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 323
326 * Note that this can result in a client reset if there is partial data 324 p = get_player (p);
327 * on the uncoming socket. 325
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 326 set_first_map (p->ob);
331 327
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 329 add_friendly_object (p->ob);
334 send_rules(p->ob); 330 send_rules (p->ob);
335 send_news(p->ob); 331 send_news (p->ob);
336 display_motd(p->ob); 332 display_motd (p->ob);
337 get_name(p->ob); 333 get_name (p->ob);
334
338 return 0; 335 return 0;
339} 336}
340 337
341/* 338/*
342 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
345 */ 342 */
343archetype *
346archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
347{ 345{
348 archetype *start = at; 346 archetype *start = at;
347
349 for (;;) { 348 for (;;)
349 {
350 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
351 at=first_archetype; 351 at = first_archetype;
352 else 352 else
353 at=at->next; 353 at = at->next;
354 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
355 return at; 355 return at;
356 if (at == start) { 356 if (at == start)
357 {
357 LOG (llevError, "No Player archetypes\n"); 358 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 359 exit (-1);
359 } 360 }
360 } 361 }
361} 362}
362 363
363 364
365object *
364object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
365 object *op = NULL; 368 object *op = NULL;
366 player *pl = NULL; 369 player *pl = NULL;
367 objectlink *ol; 370 objectlink *ol;
368 unsigned lastdist; 371 unsigned lastdist;
369 rv_vector rv; 372 rv_vector rv;
370 373
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
372 /* We should not find free objects on this friendly list, but it 376 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
376 */ 380 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
378 object *tmp=ol->ob; 383 object *tmp = ol->ob;
379 384
380 /* Can't do much more other than log the fact, because the object 385 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 386 * itself will have been cleared.
382 */ 387 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 389 ol = ol->next;
385 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
386 if (!ol) return op; 391 if (!ol)
387 } 392 return op;
393 }
388 394
389 /* Remove special check for player from this. First, it looks to cause 395 /* 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 396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 397 * 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 398 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
395 */ 401 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 403 continue;
398 404
399 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
400 op=ol->ob; 407 op = ol->ob;
401 lastdist=rv.distance; 408 lastdist = rv.distance;
402 } 409 }
403 } 410 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
406 415
407 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
408 op=pl->ob; 417 {
409 lastdist=rv.distance; 418 op = pl->ob;
410 } 419 lastdist = rv.distance;
411 } 420 }
421 }
412 } 422 }
413#if 0 423#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 425#endif
416 return op; 426 return op;
417} 427}
418 428
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 429/* 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 430 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 468 * 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, 469 * 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 470 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 471 * is blocking itself.
462 */ 472 */
473int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
464 rv_vector rv; 476 rv_vector rv;
465 sint16 x,y; 477 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
468 480
469 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
470 482
471 if (rv.distance<mindiff) return 0; 483 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; 484 return 0;
724}
725 485
726void confirm_password(object *op) { 486 x = mon->x;
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492 /* If we can't solve it within the search distance, return now. */
493 if (diff > max)
494 return 0;
495 while (diff > 1 && max > 0)
496 {
497 lastx = x;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
727 502
503 mflags = get_map_flags (m, &m, x, y, &x, &y);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505
506 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
510 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before.
512 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514 if (rv.direction != dir)
515 {
516 /* OK - says direction should be different - lets reset the
517 * the values so it will try again.
518 */
519 x = lastx;
520 y = lasty;
521 m = lastmap;
522 dir = firstdir = rv.direction;
523 }
524 else
525 {
526 /* direct path is blocked - try taking a side step to
527 * either the left or right.
528 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting
531 * too big (3 or maybe 4 or higher) as the monster may just try
532 * stepping back and forth
533 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
537 continue; /* already did this, so skip it */
538 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in
540 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance,
543 * gets blocked, finds that it should move north,
544 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully
547 * moved.
548 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap;
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 if (mflags & P_OUT_OF_MAP)
555 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
559 if (mflags & P_BLOCKSVIEW)
560 continue;
561
562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
564 }
565 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path.
567 */
568 if (i == (DETOUR_AMOUNT + 1))
569 return 0;
570 diff--;
571 lastdir = dir;
572 max--;
573 if (!firstdir)
574 firstdir = dir + i;
575 } /* else check alternate directions */
576 } /* if blocked */
577 else
578 {
579 /* we moved towards creature, so diff is less */
580 diff--;
581 max--;
582 lastdir = dir;
583 if (!firstdir)
584 firstdir = dir;
585 }
586 if (diff <= 1)
587 {
588 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance.
590 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593 }
594 if (diff > max)
595 return 0;
596 }
597 /* If we reached the max, didn't find a direction in time */
598 if (!max)
599 return 0;
600
601 return firstdir;
602}
603
604void
605give_initial_items (object *pl, treasurelist * items)
606{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611
612 for (op = pl->inv; op; op = next)
613 {
614 next = op->below;
615
616 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way
618 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620 SET_FLAG (op, FLAG_APPLIED);
621
622 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions
624 */
625 if (pl->type == PLAYER)
626 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628 (op->type == ARMOUR || op->type == BOOTS ||
629 op->type == CLOAK || op->type == HELMET ||
630 op->type == SHIELD || op->type == GLOVES ||
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 {
633 op->destroy ();
634 continue;
635 }
636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
645 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
663 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667
668 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be
670 * merged properly.
671 */
672 if (need_identify (op))
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
679 {
680 op->destroy ();
681 continue;
682 }
683 else if (op->type == SKILL)
684 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0;
687 op->level = 1;
688 }
689 /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */
693
694 /* Need to set up the skill pointers */
695 link_player_skills (pl);
696}
697
698void
699get_name (object *op)
700{
728 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 779}
732 780
781void
733void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
734 if (party == NULL) { 784 if (party == NULL)
785 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 787 return;
737 } 788 }
738 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 793}
743 794
744 795
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int
746int roll_stat(void) { 798roll_stat (void)
799{
747 int a[4],i,j,k; 800 int a[4], i, j, k;
748 801
749 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
751 804
752 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 806 if (a[i] < k)
754 k=a[i],j=i; 807 k = a[i], j = i;
755 808
756 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 810 {
811 if (i != j)
812 k += a[i];
813 }
760 return k; 814 return k;
761} 815}
762 816
817void
763void roll_stats(object *op) { 818roll_stats (object *op)
819{
764 int sum=0; 820 int sum = 0;
765 int i = 0, j = 0; 821 int i = 0, j = 0;
766 int statsort[7]; 822 int statsort[7];
767 823
824 do
768 do { 825 {
769 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 833 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+ 834 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
780 836
781 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
789 845
790 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
791 do { 848 {
792 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
793 j = statsort[i]; 851 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 853 statsort[i + 1] = j;
796 i = 0; 854 i = 0;
797 } else { 855 }
798 i++; 856 else
799 } 857 {
858 i++;
859 }
860 }
800 } while (i < 6); 861 while (i < 6);
801 862
802 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
809 870
810 871
811 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
818 879
819 op->level=1; 880 op->level = 1;
820 op->stats.exp=0; 881 op->stats.exp = 0;
821 op->stats.ac=0; 882 op->stats.ac = 0;
822 883
823 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
826 887
827 fix_player(op); 888 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
832} 893}
833 894
895void
834void Roll_Again(object *op) 896Roll_Again (object *op)
835{ 897{
836 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 901}
839 902
903void
840void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
841{ 905{
842 signed char tmp; 906 signed char tmp;
843 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
844 908
845 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 911 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,"); 912 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"); 913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 914 return;
850 } 915 }
851 916
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 918
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 919 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));
856 920
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 922
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 932 op->stats.ac = 0;
869 933
870 op->level=1; 934 op->level = 1;
871 op->stats.exp=0; 935 op->stats.exp = 0;
872 op->stats.ac=0; 936 op->stats.ac = 0;
873 937
874 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
877 941
878 fix_player(op); 942 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
884} 948}
885 949
886 950
887/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 954 * 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 955 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
893 */ 957 */
958int
894int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
895{ 960{
896 int keynum = key -'0'; 961 int keynum = key - '0';
897 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 964
900 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
901 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
902 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 972 }
906 else 973 else
907 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
908 975
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 977 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 } 978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
920 990
921#if 0 991#if 0
922 /* So that enter_exit will put us at startx/starty */ 992 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 993 op->x = -1;
924 994
925 enter_exit(op,NULL); 995 enter_exit (op, NULL);
926#endif 996#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 997 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 998 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 999 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"); 1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1002 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1003 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1005 return 0;
935 } 1006 }
936 case 'y': 1007 case 'y':
937 case 'Y': 1008 case 'Y':
938 roll_stats(op); 1009 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1011 return 1;
941 1012
942 case 'q': 1013 case 'q':
943 case 'Q': 1014 case 'Q':
944 play_again(op); 1015 play_again (op);
945 return 1; 1016 return 1;
946 1017
947 default: 1018 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1020 return 0;
950 } 1021 }
951 return 0; 1022 return 0;
952} 1023}
953 1024
954/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
958 * not the class. 1029 * not the class.
959 */ 1030 */
960 1031
1032int
961int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
962{ 1034{
963 int tmp_loop; 1035 int tmp_loop;
964 1036
965 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
966 remove_ob(op); 1039 op->remove ();
967 play_again(op); 1040 play_again (op);
968 return 0; 1041 return 0;
969 } 1042 }
970 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
971 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
972 1046
973 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
977 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
979 1056
980 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
981 1058
982 if (op->msg) { 1059 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1060 op->msg = NULL;
985 }
986 1061
987 /* We create this now because some of the unique maps will need it 1062 /* We create this now because some of the unique maps will need it
988 * to save here. 1063 * to save here.
989 */ 1064 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1066 make_path_to_file (buf);
992 1067
993#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
995#endif 1070#endif
996 start_info(op); 1071 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1074 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1001 fix_player(op); 1076 fix_player (op);
1002 1077
1003 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1004 * is one for this race 1079 * is one for this race
1005 */ 1080 */
1006 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1007 object *tmp; 1083 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1011 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1087 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1018 * default initial map */ 1093 * default initial map */
1019 free_object(tmp); 1094 tmp->destroy ();
1095 }
1020 } else { 1096 else
1097 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1098 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1099 }
1023 return 0; 1100 return 0;
1024 } 1101 }
1025 1102
1026 /* Following actually changes the race - this is the default command 1103 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1104 * if we don't match with one of the options above.
1028 */ 1105 */
1029 1106
1030 tmp_loop = 0; 1107 tmp_loop = 0;
1031 while(!tmp_loop) { 1108 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1109 {
1110 shstr name = op->name;
1033 int x = op->x, y = op->y; 1111 int x = op->x, y = op->y;
1112
1034 remove_statbonus(op); 1113 remove_statbonus (op);
1035 remove_ob (op); 1114 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1115 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1116 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1117 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1118 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1119 op->name = op->name_pl = name;
1041 op->name = name; 1120 op->x = x;
1042 free_string(op->name_pl); 1121 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 */ 1122 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1123 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1124 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1125 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1126 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1127 }
1128
1055 update_object(op,UP_OBJ_FACE); 1129 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1130 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1131 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1132 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1133 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1134 op->stats.grace = 0;
1135
1061 if (op->msg) 1136 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1139 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; 1140 return 0;
1065} 1141}
1066 1142
1143int
1067int key_confirm_quit(object *op, char key) 1144key_confirm_quit (object *op, char key)
1068{ 1145{
1069 char buf[MAX_BUF]; 1146 char buf[MAX_BUF];
1070 1147
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1072 op->contr->state=ST_PLAYING; 1150 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1152 return 1;
1075 } 1153 }
1076 1154
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1155 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1156 INVOKE_PLAYER (QUIT, op->contr);
1079 1157
1080 terminate_all_pets(op); 1158 terminate_all_pets (op);
1081 leave_map(op); 1159 leave_map (op);
1082 op->direction=0; 1160 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1162
1086 strcpy(op->contr->killer,"quit"); 1163 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1164 check_score (op);
1088 op->contr->party=NULL; 1165 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1166 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1167 op->contr->own_title[0] = '\0';
1091 1168
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1170 {
1171 maptile *mp, *next;
1094 1172
1095 /* We need to hunt for any per player unique maps in memory and 1173 /* 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, 1174 * 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 1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1176 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1101 next = mp->next; 1180 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1181 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1182 delete_map (mp);
1104 } 1183 }
1105 1184
1106 delete_character(op->name, 1); 1185 delete_character (op->name, 1);
1107 } 1186 }
1187
1108 play_again(op); 1188 play_again (op);
1109 return 1; 1189 return 1;
1110} 1190}
1111 1191
1192void
1112void flee_player(object *op) { 1193flee_player (object *op)
1194{
1113 int dir,diff; 1195 int dir, diff;
1114 rv_vector rv; 1196 rv_vector rv;
1115 1197
1116 if(op->stats.hp < 0) { 1198 if (op->stats.hp < 0)
1199 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1200 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1201 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1202 return;
1120 } 1203 }
1121 1204
1122 if(op->enemy==NULL) { 1205 if (op->enemy == NULL)
1206 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1207 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1208 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1209 return;
1126 } 1210 }
1127 1211
1128 /* Seen some crashes here. Since we don't store an 1212 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1213 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1214 * actual enemy, and the object is recycled.
1131 */ 1215 */
1132 if (op->enemy->map == NULL) { 1216 if (op->enemy->map == NULL)
1217 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1219 op->enemy = NULL;
1135 return; 1220 return;
1136 } 1221 }
1137 1222
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1223 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1224 {
1139 op->enemy=NULL; 1225 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1226 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1227 return;
1142 } 1228 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1229 get_rangevector (op, op->enemy, &rv, 0);
1144 1230
1145 dir=absdir(4+rv.direction); 1231 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1232 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 } 1233 {
1234 int m = 1 - (RANDOM () & 2);
1235
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return;
1239 }
1240 }
1153 /* Cornered, get rid of scared */ 1241 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1242 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1243 op->enemy = NULL;
1156} 1244}
1157 1245
1158 1246
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1247/* 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 1248 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1249 * stop.
1162 */ 1250 */
1251int
1163int check_pick(object *op) { 1252check_pick (object *op)
1253{
1164 object *tmp, *next; 1254 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1255 int stop = 0;
1167 int j, k, wvratio; 1256 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1257 char putstring[128], tmpstr[16];
1169 1258
1170
1171 /* if you're flying, you cna't pick up anything */ 1259 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1260 if (op->move_type & MOVE_FLYING)
1173 return 1; 1261 return 1;
1174 1262
1175 op_tag = op->count;
1176
1177 next = op->below; 1263 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1264
1181 /* loop while there are items on the floor that are not marked as 1265 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1266 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1267 while (next && !next->destroyed ())
1184 { 1268 {
1185 tmp = next; 1269 tmp = next;
1186 next = tmp->below; 1270 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1271
1190 if (was_destroyed (op, op_tag)) 1272 if (op->destroyed ())
1191 return 0; 1273 return 0;
1192 1274
1193 if ( ! can_pick (op, tmp)) 1275 if (!can_pick (op, tmp))
1194 continue; 1276 continue;
1195 1277
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1278 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1279 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1280 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1281 pick_up (op, tmp);
1200 continue; 1282 continue;
1201 } 1283 }
1202 1284
1203 /* high not bit set? We're using the old autopickup model */ 1285 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1286 if (!(op->contr->mode & PU_NEWMODE))
1287 {
1205 switch (op->contr->mode) { 1288 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1289 {
1207 case 1: pick_up (op, tmp); 1290 case 0:
1208 return 1; 1291 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1292 case 1:
1210 return 0; 1293 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1294 return 1;
1212 case 4: pick_up (op, tmp); 1295 case 2:
1213 break; 1296 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1297 return 0;
1215 stop = 1; 1298 case 3:
1216 break; 1299 return 0; /* stop before pickup */
1217 case 6: 1300 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1301 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1302 break;
1220 pick_up(op, tmp); 1303 case 5:
1221 break; 1304 pick_up (op, tmp);
1305 stop = 1;
1306 break;
1307 case 6:
1308 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1309 pick_up (op, tmp);
1310 break;
1222 1311
1223 case 7: 1312 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1313 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1314 pick_up (op, tmp);
1226 break; 1315 break;
1227 1316
1228 default: 1317 default:
1229 /* use value density */ 1318 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1319 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1320 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1321 pick_up (op, tmp);
1233 >= op->contr->mode) 1322 }
1234 pick_up(op,tmp); 1323 }
1235 } 1324 else
1236 } 1325 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1326 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1327 if (op->contr->mode & PU_DEBUG)
1240 { 1328 {
1241 /* some debugging code to figure out item information */ 1329 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1330 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1332 &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)))); 1333 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1335 &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); 1336 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1337
1252 sprintf(putstring,"...flags: "); 1338 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1339 for (k = 0; k < 4; k++)
1254 { 1340 {
1255 for(j=0;j<32;j++) 1341 for (j = 0; j < 32; j++)
1256 { 1342 {
1257 if((tmp->flags[k]>>j)&0x01) 1343 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1344 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1345 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1346 strcat (putstring, tmpstr);
1261 } 1347 }
1262 } 1348 }
1263 } 1349 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1351
1266#if 0 1352#if 0
1267 /* print the flags too */ 1353 /* print the flags too */
1268 for(k=0;k<4;k++) 1354 for (k = 0; k < 4; k++)
1269 { 1355 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1357 for (j = 0; j < 32; j++)
1272 { 1358 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1360 if (!((j + 1) % 4))
1275 } 1361 fprintf (stderr, " ");
1362 }
1276 fprintf(stderr," [%d]\n", k*32); 1363 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1364 }
1278#endif 1365#endif
1279 } 1366 }
1280 /* philosophy: 1367 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1368 * 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 1369 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1370 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1371 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1372 * example.
1286 * The drawback: right now it has no frontend, so you need to 1373 * 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 1374 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1375 * convert to decimal and then 'pickup <#>
1289 */ 1376 */
1290 1377
1291 /* the first two modes are exclusive: if NOTHING we return, if 1378 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1379 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1380 * meaning if any test passes, the item gets picked up. */
1294 1381
1295 /* if mode is set to pick nothing up, return */ 1382 /* if mode is set to pick nothing up, return */
1296 1383
1297 if(op->contr->mode & PU_NOTHING) return 1; 1384 if (op->contr->mode & PU_NOTHING)
1385 return 1;
1298 1386
1299 /* if mode is set to stop when encountering objects, return */ 1387 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1388 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1389 * anything up */
1302 1390
1303 if(op->contr->mode & PU_STOP) return 0; 1391 if (op->contr->mode & PU_STOP)
1392 return 0;
1304 1393
1305 /* useful for going into stores and not losing your settings... */ 1394 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1395 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1396 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1397 if (op->contr->mode & PU_INHIBIT)
1398 return 1;
1309 1399
1310 /* prevent us from turning into auto-thieves :) */ 1400 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1401 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1402 continue;
1312 1403
1313 /* ignore known cursed objects */ 1404 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1405 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1406 continue;
1315 1407
1316 /* all food and drink if desired */ 1408 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1409 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1410 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1411 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1412 {
1413 pick_up (op, tmp);
1414 continue;
1415 }
1416
1321 if(op->contr->mode & PU_DRINK) 1417 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1418 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; } 1419 {
1420 pick_up (op, tmp);
1421 continue;
1422 }
1324 1423
1325 if(op->contr->mode & PU_POTION) 1424 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1425 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1328 1430
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1431 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1432 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1433 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 continue;
1437 }
1438
1333 if(op->contr->mode & PU_SKILLSCROLL) 1439 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1440 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1441 {
1442 pick_up (op, tmp);
1443 continue;
1444 }
1445
1336 if(op->contr->mode & PU_READABLES) 1446 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1447 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1339 1452
1340 /* wands/staves/rods/horns */ 1453 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1454 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1455 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1344 1460
1345 /* pick up all magical items */ 1461 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1462 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1463 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; } 1464 {
1465 pick_up (op, tmp);
1466 continue;
1467 }
1349 1468
1350 if(op->contr->mode & PU_VALUABLES) 1469 if (op->contr->mode & PU_VALUABLES)
1351 { 1470 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1471 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1472 {
1354 } 1473 pick_up (op, tmp);
1474 continue;
1475 }
1476 }
1355 1477
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1478 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1479 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1480 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1360 1485
1486 /* we don't forget dragon food */
1487 if (op->contr->mode & PU_FLESH)
1488 if (tmp->type == FLESH)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1361 /* bows and arrows. Bows are good for selling! */ 1494 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1495 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1496 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1497 {
1498 pick_up (op, tmp);
1499 continue;
1500 }
1501
1365 if(op->contr->mode & PU_ARROW) 1502 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1503 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1368 1508
1369 /* all kinds of armor etc. */ 1509 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1510 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1511 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1373 if(op->contr->mode & PU_HELMET) 1517 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1518 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1523
1376 if(op->contr->mode & PU_SHIELD) 1524 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1525 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1379 if(op->contr->mode & PU_BOOTS) 1531 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1532 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1382 if(op->contr->mode & PU_GLOVES) 1538 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1539 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1385 if(op->contr->mode & PU_CLOAK) 1545 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1546 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1388 1551
1389 /* hoping to catch throwing daggers here */ 1552 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1553 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1554 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1393 1559
1394 /* careful: chairs and tables are weapons! */ 1560 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1561 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1562 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1563 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1564 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1565 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1566 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1567 {
1402 } 1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1572
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1573 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1574 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1575 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1576 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1577 pick_up (op, tmp);
1408 } 1578 continue;
1409 } 1579 }
1580 }
1581 }
1410 1582
1411 /* misc stuff that's useful */ 1583 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1584 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1585 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1586 {
1587 pick_up (op, tmp);
1588 continue;
1589 }
1415 1590
1416 /* any of the last 4 bits set means we use the ratio for value 1591 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1592 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1593 if (op->contr->mode & PU_RATIO)
1419 { 1594 {
1420 /* use value density to decide what else to grab */ 1595 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1596 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1597 /* >=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 */ 1598 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1599 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1600 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1601 {
1427 pick_up(op, tmp); 1602 pick_up (op, tmp);
1428#if 0 1603#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1604 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1605 if (tmp->name != NULL)
1606 {
1431 fprintf(stderr,"%s", tmp->name); 1607 fprintf (stderr, "%s", tmp->name);
1432 } 1608 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1609 else
1610 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1611 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1612 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1613#endif
1437 continue; 1614 continue;
1438 } 1615 }
1616 }
1617 } /* the new pickup model */
1439 } 1618 }
1440 } /* the new pickup model */ 1619
1441 }
1442 return ! stop; 1620 return !stop;
1443} 1621}
1444 1622
1445/* 1623/*
1446 * Find an arrow in the inventory and after that 1624 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1625 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1626 * found object is returned.
1449 */ 1627 */
1628object *
1450object *find_arrow(object *op, const char *type) 1629find_arrow (object *op, const char *type)
1451{ 1630{
1452 object *tmp = NULL; 1631 object *tmp = NULL;
1453 1632
1454 for(op=op->inv; op; op=op->below) 1633 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1634 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); 1635 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1636 else if (op->type == ARROW && op->race == type)
1459 return op; 1637 return op;
1460 return tmp; 1638 return tmp;
1461} 1639}
1462 1640
1463/* 1641/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1642 * 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 1643 * 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 1644 * 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. 1645 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1646 */
1469 1647
1648object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1649find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1650{
1472 object *tmp = NULL, *arrow, *ntmp; 1651 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1652 int attacknum, attacktype, betterby = 0, i;
1474 1653
1475 if (!type) 1654 if (!type)
1476 return NULL; 1655 return NULL;
1477 1656
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1657 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1658 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1659 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1660 {
1661 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1662 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1663 if (i > betterby)
1484 tmp = ntmp; 1664 {
1485 betterby = i; 1665 tmp = ntmp;
1486 } 1666 betterby = i;
1667 }
1668 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1669 else if (arrow->type == ARROW && arrow->race == type)
1670 {
1488 /* allways prefer assasination/slaying */ 1671 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1672 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1673 {
1491 if (arrow->attacktype & AT_DEATH) { 1674 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1675 {
1493 return arrow; 1676 *better = 100;
1494 } else { 1677 return arrow;
1495 tmp = arrow; 1678 }
1679 else
1680 {
1681 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1682 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1683 }
1498 } else { 1684 }
1685 else
1686 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1687 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688 {
1500 attacktype = 1<<attacknum; 1689 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1690 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) { 1691 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1692 {
1693 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1694 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1695 }
1506 } 1696 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1697 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1698 {
1699 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1700 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1701 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1702 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1703 {
1704 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1705 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1706 }
1707 }
1708 }
1515 } 1709 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1710 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1711 return find_arrow (op, type);
1520 1712
1521 *better = betterby; 1713 *better = betterby;
1522 return tmp; 1714 return tmp;
1523} 1715}
1524 1716
1525/* looks in a given direction, finds the first valid target, and calls 1717/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1718 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1719 * op = the shooter
1528 * type = bow->race 1720 * type = bow->race
1529 * dir = fire direction 1721 * dir = fire direction
1530 */ 1722 */
1531 1723
1724object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1725pick_arrow_target (object *op, const char *type, int dir)
1533{ 1726{
1534 object *tmp = NULL; 1727 object *tmp = NULL;
1535 mapstruct *m; 1728 maptile *m;
1536 int i, mflags, found, number; 1729 int i, mflags, found, number;
1537 sint16 x, y; 1730 sint16 x, y;
1538 1731
1539 if (op->map == NULL) 1732 if (op->map == NULL)
1540 return find_arrow(op, type); 1733 return find_arrow (op, type);
1541 1734
1542 /* do a dex check */ 1735 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1736 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))) 1737 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1738 return find_arrow (op, type);
1546 1739
1547 m = op->map; 1740 m = op->map;
1548 x = op->x; 1741 x = op->x;
1549 y = op->y; 1742 y = op->y;
1550 1743
1551 /* find the first target */ 1744 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1745 for (i = 0, found = 0; i < 20; i++)
1746 {
1553 x += freearr_x[dir]; 1747 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1748 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1749 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1750 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1751 {
1557 tmp = NULL; 1752 tmp = NULL;
1558 break; 1753 break;
1754 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1755 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1756 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1757 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1758 * perhaps a bad assumption.
1562 */ 1759 */
1563 tmp = NULL; 1760 tmp = NULL;
1564 break; 1761 break;
1565 } 1762 }
1566 if (mflags & P_IS_ALIVE) { 1763 if (mflags & P_IS_ALIVE)
1764 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1765 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1766 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1767 {
1570 break; 1768 found++;
1571 } 1769 break;
1770 }
1572 if (found) 1771 if (found)
1573 break; 1772 break;
1574 } 1773 }
1575 } 1774 }
1576 if (tmp == NULL) 1775 if (tmp == NULL)
1577 return find_arrow(op, type); 1776 return find_arrow (op, type);
1578 1777
1579 if (tmp->head) 1778 if (tmp->head)
1580 tmp = tmp->head; 1779 tmp = tmp->head;
1581 1780
1582 return find_better_arrow(op, tmp, type, &i); 1781 return find_better_arrow (op, tmp, type, &i);
1583} 1782}
1584 1783
1585/* 1784/*
1586 * Creature fires a bow - op can be monster or player. Returns 1785 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1786 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1789 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1790 * 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 1791 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1792 * player fire modes.
1594 */ 1793 */
1794int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1795fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1796{
1598 object *left, *bow; 1797 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1798 int bowspeed, mflags;
1601 mapstruct *m; 1799 maptile *m;
1602 1800
1603 if (!dir) { 1801 if (!dir)
1802 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1804 return 0;
1606 } 1805 }
1607 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1609 else { 1808 else
1809 {
1610 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1811 /* 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. 1812 * don't need to switch back and forth between bows and weapons.
1613 */ 1813 */
1614 if(bow->type==BOW) 1814 if (bow->type == BOW)
1615 break; 1815 break;
1616 1816
1617 if (!bow) { 1817 if (!bow)
1818 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1820 return 0;
1620 } 1821 }
1621 } 1822 }
1622 if( !bow->race || !bow->skill) { 1823 if (!bow->race || !bow->skill)
1824 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1826 return 0;
1625 } 1827 }
1626 1828
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1830
1629 /* penalize ROF for bestarrow */ 1831 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1834 if (bowspeed < 1)
1633 bowspeed = 1; 1835 bowspeed = 1;
1634 1836
1635 if (arrow == NULL) { 1837 if (arrow == NULL)
1838 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1839 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 {
1637 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1842 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 */ 1843 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1844 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1845 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1846 return 0;
1644 } 1847 }
1645 } 1848 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1850 if (mflags & P_OUT_OF_MAP)
1648 return 0;
1649 } 1851 {
1852 return 0;
1853 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1857 return 0;
1653 } 1858 }
1654 1859
1655 /* this should not happen, but sometimes does */ 1860 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1861 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1862 {
1863 arrow->destroy ();
1864 return 0;
1865 }
1661 1866
1662 left = arrow; /* these are arrows left to the player */ 1867 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1868 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1869 if (arrow == NULL)
1870 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1872 return 0;
1668 return 0;
1669 } 1873 }
1670 set_owner(arrow, op); 1874 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1875 arrow->skill = bow->skill;
1673 1876
1674 arrow->direction=dir; 1877 arrow->direction = dir;
1675 arrow->x = sx; 1878 arrow->x = sx;
1676 arrow->y = sy; 1879 arrow->y = sy;
1677 1880
1678 if (op->type == PLAYER) { 1881 if (op->type == PLAYER)
1882 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1884 fix_player (op);
1681 } 1885 }
1682 1886
1683 SET_ANIMATION(arrow, arrow->direction); 1887 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1889 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1890 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1891 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1892 arrow->spellarg = strdup (arrow->slaying);
1689 1893
1690 /* Note that this was different for monsters - they got their level 1894 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1895 * added to the damage. I think the strength bonus is more proper.
1692 */ 1896 */
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 1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1698 /* update the speed */ 1900 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1902 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 1903
1704 if (arrow->speed < 1.0) 1904 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1905 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1906 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1907 arrow->speed_left = 0;
1708 1908
1709 if (op->type == PLAYER) { 1909 if (op->type == PLAYER)
1910 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1913 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 1914
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1915 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1916 }
1917 else
1918 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1919 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; 1920 arrow->level = op->level;
1721 } 1921 }
1922
1722 if (arrow->attacktype == AT_PHYSICAL) 1923 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1924 arrow->attacktype |= bow->attacktype;
1925
1724 if (bow->slaying != NULL) 1926 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1927 arrow->slaying = bow->slaying;
1726 1928
1727 arrow->map = m; 1929 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1930 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1932
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1933 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); 1934 insert_ob_in_map (arrow, m, op, 0);
1734 1935
1735 if (!was_destroyed(arrow, tag)) 1936 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1937 move_arrow (arrow);
1737 1938
1738 if (op->type == PLAYER) { 1939 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1940 {
1941 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1942 esrv_del_item (op->contr, left->count);
1741 else 1943 else
1742 esrv_send_item(op, left); 1944 esrv_send_item (op, left);
1743 } 1945 }
1946
1744 return 1; 1947 return 1;
1745} 1948}
1746 1949
1747/* Special fire code for players - this takes into 1950/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1951 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1952 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1953 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1954 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1955 * hence the function name.
1753 */ 1956 */
1957int
1754int player_fire_bow(object *op, int dir) 1958player_fire_bow (object *op, int dir)
1755{ 1959{
1756 int ret=0, wcmod=0; 1960 int ret = 0, wcmod = 0;
1757 1961
1758 if (op->contr->bowtype == bow_bestarrow) { 1962 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1963 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1964 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); 1965 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1969 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1971 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1972 else if (op->contr->bowtype == bow_threewide)
1973 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1974 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)]); 1975 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)]); 1976 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1977 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1978 else if (op->contr->bowtype == bow_spreadshot)
1979 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1981 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); 1982 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1983
1776 } else { 1984 }
1985 else
1986 {
1777 /* Simple case */ 1987 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1989 }
1780 return ret; 1990 return ret;
1781} 1991}
1782 1992
1783 1993
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1994/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1995 * Broken apart from 'fire' to keep it more readable.
1786 */ 1996 */
1997void
1787void fire_misc_object(object *op, int dir) 1998fire_misc_object (object *op, int dir)
1788{ 1999{
1789 object *item; 2000 object *item;
1790 2001
1791 if (!op->contr->ranges[range_misc]) { 2002 if (!op->contr->ranges[range_misc])
2003 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2004 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2005 return;
1794 } 2006 }
1795 2007
1796 item = op->contr->ranges[range_misc]; 2008 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2009 if (!item->inv)
2010 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2011 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2012 return;
1800 } 2013 }
1801 if (item->type == WAND) { 2014 if (item->type == WAND)
2015 {
1802 if(item->stats.food<=0) { 2016 if (item->stats.food <= 0)
2017 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 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)); 2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2020 return;
1806 } 2021 }
2022 }
1807 } else if (item->type == ROD || item->type==HORN) { 2023 else if (item->type == ROD || item->type == HORN)
2024 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2025 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2028 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2029 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)); 2030 else
1813 else 2031 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; 2032 return;
1817 } 2033 }
1818 } 2034 }
1819 2035
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2036 if (cast_spell (op, item, dir, item->inv, NULL))
2037 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2038 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2039 if (item->type == WAND)
2040 {
1823 if (!(--item->stats.food)) { 2041 if (!(--item->stats.food))
1824 object *tmp; 2042 {
1825 if (item->arch) { 2043 object *tmp;
2044
2045 if (item->arch)
2046 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2047 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2048 item->face = item->arch->clone.face;
1828 item->speed = 0; 2049 item->speed = 0;
1829 update_ob_speed(item); 2050 update_ob_speed (item);
1830 } 2051 }
1831 if ((tmp=is_player_inv(item))) 2052 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2053 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2054 }
1834 } 2055 }
1835 else if (item->type == ROD || item->type==HORN) { 2056 else if (item->type == ROD || item->type == HORN)
2057 {
1836 drain_rod_charge(item); 2058 drain_rod_charge (item);
1837 } 2059 }
1838 } 2060 }
1839} 2061}
1840 2062
1841/* Received a fire command for the player - go and do it. 2063/* Received a fire command for the player - go and do it.
1842 */ 2064 */
2065void
1843void fire(object *op,int dir) { 2066fire (object *op, int dir)
2067{
1844 int spellcost=0; 2068 int spellcost = 0;
1845 2069
1846 /* check for loss of invisiblity/hide */ 2070 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2071 if (action_makes_visible (op))
2072 make_visible (op);
1848 2073
1849 switch(op->contr->shoottype) { 2074 switch (op->contr->shoottype)
2075 {
1850 case range_none: 2076 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; 2077 return;
1887 default: 2078
2079 case range_bow:
2080 player_fire_bow (op, dir);
2081 return;
2082
2083 case range_magic: /* Casting spells */
2084 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2085 return;
2086
2087 case range_misc:
2088 fire_misc_object (op, dir);
2089 return;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir);
2112 return;
2113 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2115 return;
1890 } 2116 }
1891} 2117}
1892 2118
1893 2119
1894 2120
1901 * inv is the objects inventory to searched 2127 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2128 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2129 * This function can be called recursively to search containers.
1904 */ 2130 */
1905 2131
2132object *
1906object * find_key(object *pl, object *container, object *door) 2133find_key (object *pl, object *container, object *door)
1907{ 2134{
1908 object *tmp,*key; 2135 object *tmp, *key;
1909 2136
1910 /* Should not happen, but sanity checking is never bad */ 2137 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2138 if (container->inv == NULL)
2139 return NULL;
1912 2140
1913 /* First, lets try to find a key in the top level inventory */ 2141 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2143 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2144 if (door->type == DOOR && tmp->type == KEY)
2145 break;
1916 /* For sanity, we should really check door type, but other stuff 2146 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2147 * (like containers) can be locked with special keys
1918 */ 2148 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2150 break;
1921 } 2151 }
1922 /* No key found - lets search inventories now */ 2152 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2153 /* 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 2154 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2155 * a key, return
1926 */ 2156 */
1927 if (!tmp) { 2157 if (!tmp)
2158 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160 {
1929 /* No reason to search empty containers */ 2161 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2162 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2163 {
2164 if ((key = find_key (pl, tmp, door)) != NULL)
2165 return key;
2166 }
2167 }
2168 if (!tmp)
2169 return NULL;
1932 } 2170 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2171 /* 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 2172 * see if we actually want to use it
1938 */ 2173 */
1939 if (pl!=container) { 2174 if (pl != container)
2175 {
1940 /* Only let players use keys in containers */ 2176 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2177 if (!pl->contr)
2178 return NULL;
1942 /* cases where this fails: 2179 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2180 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2181 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2182 * If the container is not active, return now since only active
1946 * containers can be used. 2183 * containers can be used.
1947 * If we only search keyrings and the container does not have 2184 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2185 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2186 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2187 * inv must have been an container and must have been active.
1951 * 2188 *
1952 * Change the color so that the message doesn't disappear with 2189 * Change the color so that the message doesn't disappear with
1953 * all the others. 2190 * all the others.
1954 */ 2191 */
1955 if (pl->contr->usekeys == key_inventory || 2192 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2193 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2194 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2195 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2197 "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; 2198 return NULL;
1964 } 2199 }
1965 } 2200 }
1966 return tmp; 2201 return tmp;
1967} 2202}
1968 2203
1969/* moved door processing out of move_player_attack. 2204/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2205 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2206 * such that the caller should not do anything more,
1972 * 0 otherwise 2207 * 0 otherwise
1973 */ 2208 */
2209static int
1974static int player_attack_door(object *op, object *door) 2210player_attack_door (object *op, object *door)
1975{ 2211{
1976 2212
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2213 /* 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 - 2214 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2215 * otherwise, we fall through to the rest of the code.
1980 */ 2216 */
1981 object *key=find_key(op, op, door); 2217 object *key = find_key (op, op, door);
1982 2218
1983 /* IF we found a key, do some extra work */ 2219 /* IF we found a key, do some extra work */
1984 if (key) { 2220 if (key)
2221 {
1985 object *container=key->env; 2222 object *container = key->env;
1986 2223
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2225 if (action_makes_visible (op))
2226 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2229 if (door->type == DOOR)
2230 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2231 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2232 }
1993 else if(door->type==LOCKED_DOOR) { 2233 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2234 {
1995 "You open the door with the %s", query_short_name(key)); 2235 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 ;-) */ 2236 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2237 }
1998 /* Do this after we print the message */ 2238 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2239 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2240 /* Need to update the weight the container the key was in */
2001 if (container != op) 2241 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2242 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2243 return 1; /* Nothing more to do below */
2244 }
2004 } else if (door->type==LOCKED_DOOR) { 2245 else if (door->type == LOCKED_DOOR)
2246 {
2005 /* Might as well return now - no other way to open this */ 2247 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2249 return 1;
2008 } 2250 }
2009 return 0; 2251 return 0;
2010} 2252}
2011 2253
2012/* This function is just part of a breakup from move_player. 2254/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2255 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2256 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2257 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2258 * going to try and move (not fire weapons).
2017 */ 2259 */
2018 2260
2261void
2019void move_player_attack(object *op, int dir) 2262move_player_attack (object *op, int dir)
2020{ 2263{
2021 object *tmp, *mon; 2264 object *tmp, *mon;
2022 sint16 nx, ny; 2265 sint16 nx, ny;
2023 int on_battleground; 2266 int on_battleground;
2024 mapstruct *m; 2267 maptile *m;
2025 2268
2026 nx=freearr_x[dir]+op->x; 2269 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2270 ny = freearr_y[dir] + op->y;
2028 2271
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2272 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2273
2031 /* If braced, or can't move to the square, and it is not out of the 2274 /* 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 2275 * 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 2276 * 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 2277 * 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 2278 * 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 2279 * 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 2280 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2281 * move_ob uses.
2039 */ 2282 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2284 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2285 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2287 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2288 if (!m)
2044 } 2289 return; /* Don't think this should happen */
2045 else m =op->map; 2290 }
2046 2291 else
2292 m = op->map;
2293
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2049 return; 2297 return;
2050 } 2298 }
2051 2299
2052 mon = NULL; 2300 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2301 /* 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. 2302 * 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 2303 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2304 * on the space
2057 */ 2305 */
2058 while (tmp!=NULL) { 2306 while (tmp != NULL)
2307 {
2059 if (tmp == op) { 2308 if (tmp == op)
2060 tmp=tmp->above; 2309 {
2061 continue; 2310 tmp = tmp->above;
2062 } 2311 continue;
2312 }
2313
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2314 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2315 {
2065 break; 2316 mon = tmp;
2066 } 2317 break;
2318 }
2319
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2320 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2321 mon = tmp;
2322
2069 tmp=tmp->above; 2323 tmp = tmp->above;
2070 } 2324 }
2071 2325
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2326 if (mon == NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2327 return; /* into a wall */
2074 2328
2075 if(mon->head != NULL) 2329 if (mon->head != NULL)
2076 mon = mon->head; 2330 mon = mon->head;
2077 2331
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2333 if (player_attack_door (op, mon))
2334 return;
2080 2335
2081 /* The following deals with possibly attacking peaceful 2336 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2337 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2338 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2339 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2340 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2341 * and thus will not push them.
2087 */ 2342 */
2088 2343
2089 /* If the creature is a pet, push it even if the player is not 2344 /* 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 2345 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2346 * player owns it and it is either friendly or unagressive.
2092 */ 2347 */
2093 if ((op->type==PLAYER) 2348 if ((op->type == PLAYER)
2094#if COZY_SERVER 2349#if COZY_SERVER
2095 && 2350 &&
2096 ( 2351 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2353#else
2102 && get_owner(mon)==op 2354 && mon->owner == op
2103#endif 2355#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2357 {
2106 /* If we're braced, we don't want to switch places with it */ 2358 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2359 if (op->contr->braced)
2360 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2362 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2363 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op);
2111 return; 2365 return;
2112 } 2366 }
2113 2367
2114 /* in certain circumstances, you shouldn't attack friendly 2368 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2369 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2370 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2371 * attack them either.
2118 */ 2372 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2373 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2375#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2376 (op->contr->peaceful
2377 || (mon->type == PLAYER
2378 && mon->contr->
2379 peaceful)) &&
2124#else 2380#else
2125 op->contr->peaceful && 2381 op->contr->peaceful &&
2126#endif 2382#endif
2127 !on_battleground 2383 !on_battleground))
2384 {
2385 if (!op->contr->braced)
2128 )) { 2386 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2388 (void) push_ob (mon, dir, op);
2132 } else { 2389 }
2390 else
2391 {
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2392 new_draw_info (0, 0, op, "You withhold your attack");
2134 } 2393 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2394 if (op->contr->tmp_invis || op->hide)
2136 } 2395 make_visible (op);
2396 }
2137 2397
2138 /* If the object is a boulder or other rollable object, then 2398 /* 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. 2399 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2400 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2402 {
2142 recursive_roll(mon,dir,op); 2403 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2404 if (action_makes_visible (op))
2144 } 2405 make_visible (op);
2406 }
2145 2407
2146 /* Any generic living creature. Including things like doors. 2408 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2409 * 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: 2410 * 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 2411 * 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. 2412 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2413 */
2152 2414
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2417 {
2156 2418
2157 /* If the player hasn't hit something this tick, and does 2419 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2420 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2421 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2422 * incurred a 1 tick offset.
2161 */ 2423 */
2162 if (!op->contr->has_hit) { 2424 if (!op->contr->has_hit)
2425 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2426 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2427
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2429 }
2167 2430
2168 skill_attack(mon, op, 0, NULL, NULL); 2431 skill_attack (mon, op, 0, NULL, NULL);
2169 2432
2170 /* If attacking another player, that player gets automatic 2433 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2434 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2435 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2436 * the wiz.
2174 */ 2437 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2438 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)) { 2439 {
2177 short luck = mon->stats.luck; 2440 short luck = mon->stats.luck;
2441
2178 mon->contr->has_hit = 1; 2442 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2443 skill_attack (op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck; 2444 mon->stats.luck = luck;
2181 } 2445 }
2182 if(action_makes_visible(op)) make_visible(op); 2446 if (action_makes_visible (op))
2183 } 2447 make_visible (op);
2448 }
2184 } /* if player should attack something */ 2449 } /* if player should attack something */
2185} 2450}
2186 2451
2452int
2187int move_player(object *op,int dir) { 2453move_player (object *op, int dir)
2454{
2188 int pick; 2455 int pick;
2189 2456
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2457 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; 2458 return 0;
2459
2460 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9))
2462 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0;
2465 }
2466
2467 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2470
2471 op->facing = dir;
2472
2473 if (op->hide)
2474 do_hidden_move (op);
2475
2476 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477 /*nop */ ;
2478 else if (op->contr->fire_on)
2479 fire (op, dir);
2480 else
2481 {
2482 move_player_attack (op, dir);
2483 pick = check_pick (op);
2484 }
2485
2486 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing.
2488 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir;
2492 }
2493 else
2494 {
2495 op->direction = 0;
2496 }
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2229} 2503}
2230 2504
2231/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2506 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2508 * the new speed values for commands.
2235 * 2509 *
2236 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2237 */ 2511 */
2512int
2238int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2239{ 2514{
2240 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2241 op->invisible = 1000; 2517 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2245 */ 2521 */
2246 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2523 op->invisible--;
2247 } 2524 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2249 op->invisible--; 2527 op->invisible--;
2250 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2251 make_visible(op); 2530 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2532 }
2254 } 2533 }
2255 2534
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2257 flee_player(op); 2537 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2260 op->speed_left--; 2541 op->speed_left--;
2261 return 0; 2542 return 0;
2262 } 2543 }
2263 } 2544 }
2264 2545
2265 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* 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 2547 * 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 2548 * 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. 2549 * put this in a a workaround to clean up the golem pointer.
2269 */ 2550 */
2270 if (op->contr->ranges[range_golem] && 2551 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; 2552 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2553
2277 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2556 * called, so we recheck it here.
2280 */ 2557 */
2281 HandleClient(&op->contr->socket, op->contr); 2558 op->contr->socket->handle_command ();
2282 if (op->speed_left<0) return 0; 2559 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; 2560 return 0;
2297}
2298 2561
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 {
2564 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--;
2566
2567 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff.
2570 */
2571 move_player (op, op->direction);
2572 if (op->speed_left > 0)
2573 return 1;
2574 else
2575 return 0;
2576 }
2577
2578 return 0;
2579}
2580
2581int
2299int save_life(object *op) { 2582save_life (object *op)
2300 object *tmp; 2583{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2584 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; 2585 return 0;
2586
2587 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2588 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2589 {
2590 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2592
2593 if (op->contr)
2594 esrv_del_item (op->contr, tmp->count);
2595
2596 tmp->destroy ();
2597 CLEAR_FLAG (op, FLAG_LIFESAVE);
2598
2599 if (op->stats.hp < 0)
2600 op->stats.hp = op->stats.maxhp;
2601
2602 if (op->stats.food < 0)
2603 op->stats.food = 999;
2604
2605 fix_player (op);
2606 return 1;
2607 }
2608
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE);
2611 enter_player_savebed (op); /* bring him home. */
2612 return 0;
2327} 2613}
2328 2614
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2615/* 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 2616 * 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 2617 * function will descend into containers. op is the object to start the search
2332 * from. 2618 * from.
2333 */ 2619 */
2620void
2334void remove_unpaid_objects(object *op, object *env) 2621remove_unpaid_objects (object *op, object *env)
2335{ 2622{
2336 object *next; 2623 object *next;
2337 2624
2338 while (op) { 2625 while (op)
2626 {
2339 next=op->below; /* Make sure we have a good value, in case 2627 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2628 * we remove object 'op'
2341 */ 2629 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2630 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2631 {
2632 op->remove ();
2344 op->x = env->x; 2633 op->x = env->x;
2345 op->y = env->y; 2634 op->y = env->y;
2346 if (env->type == PLAYER) 2635 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2636 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2637 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2638 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2639 else if (op->inv)
2351 op=next; 2640 remove_unpaid_objects (op->inv, env);
2641
2642 op = next;
2352 } 2643 }
2353} 2644}
2354 2645
2355 2646
2356/* 2647/*
2358 * Moved from apply.c to player.c - player.c is what 2649 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2650 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2651 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2652 * but there isn't one in the server directory.
2362 */ 2653 */
2654char *
2363char *gravestone_text (object *op) 2655gravestone_text (object *op)
2364{ 2656{
2365 static char buf2[MAX_BUF]; 2657 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2658 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2659 time_t now = time (NULL);
2368 2660
2369 strcpy (buf2, " R.I.P.\n\n"); 2661 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2662 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2663 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2664 else
2373 sprintf (buf, "%s\n", op->name); 2665 sprintf (buf, "%s\n", &op->name);
2666
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2667 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2668 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2669 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2670 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2671 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2672 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2673
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2674 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2675 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2676 if (op->type == PLAYER)
2677 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2678 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2679 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2680 strcat (buf2, buf);
2386 } 2681 }
2682
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2683 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2685 strcat (buf2, buf);
2686
2390 return buf2; 2687 return buf2;
2391} 2688}
2392 2689
2393 2690
2394 2691
2692void
2395void do_some_living(object *op) { 2693do_some_living (object *op)
2694{
2396 int last_food=op->stats.food; 2695 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2696 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2697 int over_hp, over_sp, over_grace;
2399 int i; 2698 int i;
2400 int rate_hp = 1200; 2699 int rate_hp = 1200;
2401 int rate_sp = 2500; 2700 int rate_sp = 2500;
2402 int rate_grace = 2000; 2701 int rate_grace = 2000;
2403 const int max_hp = 1; 2702 const int max_hp = 1;
2404 const int max_sp = 1; 2703 const int max_sp = 1;
2405 const int max_grace = 1; 2704 const int max_grace = 1;
2406 2705
2407 if (op->contr->outputs_sync) { 2706 if (op->contr->outputs_sync)
2707 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2709 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]); 2710 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2711 }
2413 2712
2414 if(op->contr->state==ST_PLAYING) { 2713 if (op->contr->state == ST_PLAYING)
2714 {
2415 2715
2416 /* these next three if clauses make it possible to SLOW DOWN 2716 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2717 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2718 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2720 else
2721 {
2421 gen_hp = op->stats.maxhp; 2722 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2724 }
2424 if(op->contr->gen_sp >= 0 ) 2725 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2727 else
2728 {
2427 gen_sp = op->stats.maxsp; 2729 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2731 }
2430 if(op->contr->gen_grace >= 0) 2732 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2734 else
2735 {
2433 gen_grace = op->stats.maxgrace; 2736 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2738 }
2436 2739
2437 /* Regenerate Spell Points */ 2740 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2742 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2743 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) { 2744 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2745 {
2746 op->stats.sp++;
2442 /* dms do not consume food */ 2747 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2748 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2749 {
2750 op->stats.food--;
2445 if(op->contr->digestion<0) 2751 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2752 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2753 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; 2754 op->stats.food = last_food;
2755 }
2756 }
2757 if (max_sp > 1)
2758 {
2759 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0)
2761 {
2762 if (op->stats.sp < op->stats.maxsp)
2763 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--;
2767 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp;
2769 }
2770 op->last_sp = 0;
2771 }
2772 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2450 } 2781 }
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 2782
2471 /* Regenerate Grace */ 2783 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2785 if (--op->last_grace < 0)
2786 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2787 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2788 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2789 if (max_grace > 1)
2790 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2792 if (over_grace > 0)
2479 op->stats.sp += over_grace 2793 {
2794 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; 2795 + (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; 2796 op->last_grace = 0;
2482 } else { 2797 }
2798 else
2799 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2800 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2801 }
2485 } else { 2802 }
2803 else
2804 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2806 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2807 /* wearing stuff doesn't detract from grace generation. */
2489 } 2808 }
2490 2809
2491 /* Regenerate Hit Points */ 2810 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2811 if (--op->last_heal < 0)
2812 {
2493 if(op->stats.hp<op->stats.maxhp) { 2813 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2814 {
2815 op->stats.hp++;
2495 /* dms do not consume food */ 2816 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2817 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2818 {
2819 op->stats.food--;
2498 if(op->contr->digestion<0) 2820 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2821 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2822 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; 2823 op->stats.food = last_food;
2824 }
2825 }
2826 if (max_hp > 1)
2827 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0)
2830 {
2831 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2832 op->last_heal = 0;
2833 }
2834 else
2835 {
2836 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2837 }
2838 }
2839 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 }
2503 } 2843 }
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 2844
2519 /* Digestion */ 2845 /* Digestion */
2520 if(--op->last_eat<0) { 2846 if (--op->last_eat < 0)
2847 {
2521#ifdef COZY_SERVER 2848#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2851#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2852 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 2853#endif
2529 2854
2530 if(op->contr->gen_hp > 0) 2855 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2857 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2859 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2860 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2861 op->stats.food--;
2862 }
2537 } 2863 }
2538 2864
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2866 {
2540 object *tmp, *flesh=NULL; 2867 object *tmp, *flesh = NULL;
2541 2868
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2870 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2876 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2877 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2878 break;
2549 } 2879 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2880 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2881 flesh = tmp;
2552 } /* end of for loop */ 2882 } /* End if paid for object */
2883 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2884 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2885 * eat flesh instead.
2555 */ 2886 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2890 manual_apply (op, flesh, 0);
2559 } 2891 }
2560 } /* end if player is starving */ 2892 } /* end if player is starving */
2561 2893
2562 while(op->stats.food<0&&op->stats.hp>0) 2894 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2895 op->stats.food++, op->stats.hp--;
2564 2896
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2898 kill_player (op);
2567} 2899}
2568 2900
2569 2901
2570 2902
2571/* If the player should die (lack of hp, food, etc), we call this. 2903/* 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 2904 * 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 2905 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2906 * file.
2575 */ 2907 */
2908void
2576void kill_player(object *op) 2909kill_player (object *op)
2577{ 2910{
2578 char buf[MAX_BUF]; 2911 char buf[MAX_BUF];
2579 int x,y,i; 2912 int x, y;
2913
2914 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2915 maptile *map; /* this is for resurrection */
2916
2581 int z; 2917 /* int z;
2582 int num_stats_lose; 2918 int num_stats_lose;
2583 int lost_a_stat; 2919 int lost_a_stat;
2584 int lose_this_stat; 2920 int lose_this_stat;
2585 int this_stat; 2921 int this_stat; */
2586 int will_kill_again; 2922 int will_kill_again;
2587 archetype *at; 2923 archetype *at;
2588 object *tmp; 2924 object *tmp;
2589 2925
2590 if(save_life(op)) 2926 if (save_life (op))
2591 return; 2927 return;
2592 2928
2593 2929
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2930 /* 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. 2931 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2932 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2933 */
2598 if (op_on_battleground(op, &x, &y)) { 2934 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2935 {
2600 "You have been defeated in combat!"); 2936 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, 2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2938
2603
2604 /* restore player */ 2939 /* restore player */
2605 at = find_archetype("poisoning"); 2940 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2942 if (tmp)
2608 remove_ob(tmp); 2943 {
2609 free_object(tmp); 2944 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2946 }
2612 2947
2613 at = find_archetype("confusion"); 2948 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2949 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2950 if (tmp)
2616 remove_ob(tmp); 2951 {
2617 free_object(tmp); 2952 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2954 }
2620 2955
2621 cure_disease(op,0); /* remove any disease */ 2956 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2957 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2958 if (op->stats.food <= 0)
2624 2959 op->stats.food = 999;
2960
2625 /* create a bodypart-trophy to make the winner happy */ 2961 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2962 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2963 if (tmp != NULL)
2628 { 2964 {
2629 sprintf(buf,"%s's finger",op->name); 2965 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2966 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2967 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2968 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2970 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2971 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2972 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2973 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2974 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2975 }
2976
2642 /* teleport defeated player to new destination*/ 2977 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2978 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2979 op->contr->braced = 0;
2645 return; 2980 return;
2646 } 2981 }
2647 2982
2648 INVOKE_PLAYER (DEATH, op->contr); 2983 INVOKE_PLAYER (DEATH, op->contr);
2649 2984
2650 command_kill_pets (op, 0); 2985 command_kill_pets (op, 0);
2651 2986
2652 if(op->stats.food<0) { 2987 if (op->stats.food < 0)
2988 {
2653 if (op->contr->explore) { 2989 if (op->contr->explore)
2990 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2991 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..."); 2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2993 op->stats.food = 999;
2657 return; 2994 return;
2658 } 2995 }
2659 sprintf(buf,"%s starved to death.",op->name); 2996 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2997 strcpy (op->contr->killer, "starvation");
2998 }
2999 else
2661 } 3000 {
2662 else {
2663 if (op->contr->explore) { 3001 if (op->contr->explore)
3002 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3003 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..."); 3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3005 op->stats.hp = op->stats.maxhp;
2667 return; 3006 return;
2668 } 3007 }
2669 sprintf(buf,"%s died.",op->name); 3008 sprintf (buf, "%s died.", &op->name);
2670 } 3009 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3011
2673 /* save the map location for corpse, gravestone*/ 3012 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3013 x = op->x;
3014 y = op->y;
3015 map = op->map;
2675 3016
2676 3017
2677 if (settings.not_permadeth == TRUE) { 3018 if (settings.not_permadeth == TRUE)
3019 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3020 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3021 * 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. 3022 * See the config.h file for a little more in depth detail about this.
2681 */ 3023 */
2682 3024
2683 /* Basically two ways to go - remove a stat permanently, or just 3025 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3026 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3027 * of death.
2686 */ 3028 */
2687#ifndef COZY_SERVER 3029#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3030 if (settings.balanced_stat_loss)
3031 {
2689 /* If stat loss is permanent, lose one stat only. */ 3032 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3033 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3034 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3035 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3036 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3037 little bit harder. */
2695 /* GD */ 3038 /* GD */
2696 if (settings.stat_loss_on_death) 3039 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3040 num_stats_lose = 1;
2698 else 3041 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3043 }
3044 else
3045 {
2701 num_stats_lose = 1; 3046 num_stats_lose = 1;
2702 } 3047 }
2703 lost_a_stat = 0; 3048 lost_a_stat = 0;
2704 3049
2705 for (z=0; z<num_stats_lose; z++) { 3050 for (z = 0; z < num_stats_lose; z++)
3051 {
2706 i = RANDOM() % NUM_STATS; 3052 i = RANDOM () % NUM_STATS;
2707 3053
2708 if (settings.stat_loss_on_death) { 3054 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 3055 {
2723 dep = present_arch_in_ob(deparch,op); 3056 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3057 * what he lost.
2725 dep = arch_to_object(deparch); 3058 */
2726 insert_ob_in_ob(dep, op); 3059 change_attr_value (&(op->stats), i, -1);
2727 } 3060 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3061 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3062 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3064 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 3065 }
2756 if (lose_this_stat) { 3066 else
3067 {
3068 /* deplete a stat */
3069 archetype *deparch = archetype::find ("depletion");
3070 object *dep;
3071
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 {
3075 dep = arch_to_object (deparch);
3076 insert_ob_in_ob (dep, op);
3077 }
3078 lose_this_stat = 1;
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0)
3085 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3114 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3115 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3116 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3117 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3118 * difference.
2763 */ 3119 */
2764 if (this_stat>=-50) { 3120 if (this_stat >= -50)
3121 {
2765 change_attr_value(&(dep->stats), i, -1); 3122 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3123 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3125 fix_player (op);
2769 lost_a_stat = 1; 3126 lost_a_stat = 1;
2770 } 3127 }
2771 } 3128 }
2772 } 3129 }
2773 } 3130 }
2774 /* If no stat lost, tell the player. */ 3131 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3132 if (!lost_a_stat)
2776 { 3133 {
2777 /* determine_god() seems to not work sometimes... why is this? 3134 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3135 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3136 const char *god = determine_god (op);
3137
2780 if (god && (strcmp(god, "none"))) 3138 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3139 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" 3140 else
2783 " you.", god); 3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3142 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3143#else
2786 " feel a holy presence protecting you."); 3144 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 3145#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 3146
2792 /* Put a gravestone up where the character 'almost' died. List the 3147 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3148 * exp loss on the stone.
2794 */ 3149 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3150 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3151 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3152 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3153 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3154 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3155 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" 3156 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; 3157 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3158 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3159
2809 /**************************************/ 3160 /**************************************/
2810 /* */ 3161 /* */
2811 /* Subtract the experience points, */ 3162 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3163 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3164 /* food, and reset HP's... */
2814 /* */ 3165 /* */
2815 /**************************************/ 3166 /**************************************/
2816 3167
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3168 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3169 /* restore player */
2819 at = find_archetype("poisoning"); 3170 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3171 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3172
2822 remove_ob(tmp); 3173 if (tmp)
2823 free_object(tmp); 3174 {
3175 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3177 }
2826 3178
2827 at = find_archetype("confusion"); 3179 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3180 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3181 if (tmp)
2830 remove_ob(tmp); 3182 {
2831 free_object(tmp); 3183 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3185 }
3186
2834 cure_disease(op,0); /* remove any disease */ 3187 cure_disease (op, 0); /* remove any disease */
2835 3188
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3189 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3190 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3191 if (op->stats.food < 100)
3192 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3193 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3196
2843 /* 3197 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3198 * 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 3199 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3200 * in the map.
2847 */ 3201 */
2848 3202
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3203 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3204 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3205
2857 /****************************************/ 3206 /****************************************/
2858 /* */ 3207 /* */
2859 /* Move player to his current respawn- */ 3208 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3209 /* position (usually last savebed) */
2861 /* */ 3210 /* */
2862 /****************************************/ 3211 /****************************************/
2863 3212
2864 enter_player_savebed(op); 3213 enter_player_savebed (op);
2865 3214
2866 /* Save the player before inserting the force to reduce 3215 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3216 * chance of abuse.
2868 */ 3217 */
2869 op->contr->braced=0; 3218 op->contr->braced = 0;
2870 save_player(op,1); 3219 save_player (op, 1);
2871 3220
2872 /* it is possible that the player has blown something up 3221 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3222 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3223 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3224 * on the space that might harm the player.
2876 */ 3225 */
2877 will_kill_again=0; 3226 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3228 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3229 will_kill_again |= tmp->attacktype;
2881 } 3230
2882 if (will_kill_again) { 3231 if (will_kill_again)
3232 {
2883 object *force; 3233 object *force;
2884 int at; 3234 int at;
2885 3235
2886 force=get_archetype(FORCE_NAME); 3236 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3237 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3238 force->speed = 0.1;
2889 force->speed_left=-5.0; 3239 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3240 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3241 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3242 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3243 force->resist[at] = 100;
2894 } 3244
2895 insert_ob_in_ob(force, op); 3245 insert_ob_in_ob (force, op);
2896 fix_player(op); 3246 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3247
3248 }
3249
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3251 return;
2908 } /* NOT_PERMADETH */ 3252 } /* NOT_PERMADETH */
2909 else { 3253 else
3254 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3256 * should probably be embedded in an else statement.
2912 */ 3257 */
2913 3258
2914 op->contr->party=NULL; 3259 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3260 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3261 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3263 check_score (op);
3264
2919 if(op->contr->ranges[range_golem]!=NULL) { 3265 if (op->contr->ranges[range_golem])
3266 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3267 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3268 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3269 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3270 }
2925 } 3271
2926 loot_object(op); /* Remove some of the items for good */ 3272 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3273 op->remove ();
2928 op->direction=0; 3274 op->direction = 0;
2929 3275
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
2931 delete_character(op->name,0); 3278 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3279 if (settings.resurrection == TRUE)
3280 {
2933 /* save playerfile sans equipment when player dies 3281 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3282 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3283 ** type spells will work on them nicely
2936 */ 3284 */
2937 delete_character(op->name,0); 3285 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3286 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3287 op->stats.food = 999;
2940 3288
2941 /* set the location of where the person will reappear when */ 3289 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3290 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3292 if (op->map != NULL)
2945 op->map = NULL; 3293 op->map = NULL;
2946 op->x = settings.emergency_x; 3294 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3295 op->y = settings.emergency_y;
2948 save_player(op,0); 3296 save_player (op, 0);
2949 op->map = map; 3297 op->map = map;
2950 /* please see resurrection.c: peterm */ 3298 /* please see resurrection.c: peterm */
2951 dead_player(op); 3299 dead_player (op);
2952 } else { 3300 }
3301 else
2953 delete_character(op->name,1); 3302 delete_character (op->name, 1);
2954 } 3303 }
2955 } 3304
2956 play_again(op); 3305 play_again (op);
2957 3306
2958 /* peterm: added to create a corpse at deathsite. */ 3307 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3309 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3310 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3311 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3312 tmp->x = x;
2965 if (tmp->msg) 3313 tmp->y = y;
2966 free_string(tmp->msg); 3314 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3315 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3316 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3317 }
2971} 3318}
2972 3319
2973 3320
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3321void
3322loot_object (object *op)
3323{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3324 object *tmp, *tmp2, *next;
2976 3325
2977 if (op->container) { /* close open sack first */ 3326 if (op->container)
3327 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3328 esrv_apply_container (op, op->container);
2979 } 3329 }
2980 3330
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3331 for (tmp = op->inv; tmp != NULL; tmp = next)
3332 {
2982 next=tmp->below; 3333 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3334 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3335 continue;
3336 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3337 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3338 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3339 { /* empty container to ground */
2988 } 3340 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3341 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3342 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3343 {
2991 if(tmp->nrof>1) { 3344 if (tmp->nrof > 1)
3345 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3347 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3348 insert_ob_in_map (tmp, op->map, NULL, 0);
3349 }
3350 else
3351 tmp->destroy ();
3352 }
2995 } else 3353 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3354 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3355 }
3000} 3356}
3001 3357
3002/* 3358/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3359 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3360 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3361 * was changed.
3006 */ 3362 */
3007 3363
3364void
3008void fix_weight(void) { 3365fix_weight (void)
3366{
3009 player *pl; 3367 player *pl;
3368
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372
3012 if(old == sum) 3373 if (old == sum)
3013 continue; 3374 continue;
3014 fix_player(pl->ob); 3375 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3377 }
3018} 3378}
3019 3379
3380void
3020void fix_luck(void) { 3381fix_luck (void)
3382{
3021 player *pl; 3383 player *pl;
3384
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3385 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3386 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3387 change_luck (pl->ob, 0);
3025} 3388}
3026 3389
3027 3390
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3391/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3392 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3393 * just treat this as any other spell casting object.
3031 */ 3394 */
3032 3395
3033void 3396void
3034cast_dust (object * op, object * throw_ob, int dir) 3397cast_dust (object *op, object *throw_ob, int dir)
3035{ 3398{
3036 object *skop, *spob; 3399 object *skop, *spob;
3037 3400
3038 skop = find_skill_by_name (op, throw_ob->skill); 3401 skop = find_skill_by_name (op, throw_ob->skill);
3039 3402
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3403 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3404 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3405 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3406 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3407 return;
3046 } 3408 }
3047 3409
3048 spob = throw_ob->inv; 3410 spob = throw_ob->inv;
3049 3411
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3412 // 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 3413 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3414 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3415 if (!spob)
3054 { 3416 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3417 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; 3418 return;
3058 } 3419 }
3059 3420
3060 if (op->type == PLAYER) 3421 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3422 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3423
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3424 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3425
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3426 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3427}
3069 3428
3429void
3070void make_visible (object *op) { 3430make_visible (object *op)
3431{
3071 op->hide = 0; 3432 op->hide = 0;
3072 op->invisible = 0; 3433 op->invisible = 0;
3073 if(op->type==PLAYER) { 3434 if (op->type == PLAYER)
3435 {
3074 op->contr->tmp_invis = 0; 3436 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3437 op->contr->invis_race = 0;
3076 } 3438 }
3077 update_object(op,UP_OBJ_FACE); 3439 update_object (op, UP_OBJ_FACE);
3078} 3440}
3079 3441
3442int
3080int is_true_undead(object *op) { 3443is_true_undead (object *op)
3444{
3081 object *tmp=NULL; 3445 object *tmp = NULL;
3082 3446
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1;
3084 3449
3085 if(op->type==PLAYER) 3450 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3089 return 0; 3455 return 0;
3090} 3456}
3091 3457
3092/* look at the surrounding terrain to determine 3458/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3459 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3460 * indicate greater hideability.
3095 */ 3461 */
3096 3462
3463int
3097int hideability(object *ob) { 3464hideability (object *ob)
3465{
3098 int i,level=0, mflag; 3466 int i, level = 0, mflag;
3099 sint16 x,y; 3467 sint16 x, y;
3100 3468
3101 if(!ob||!ob->map) return 0; 3469 if (!ob || !ob->map)
3470 return 0;
3102 3471
3103 /* so, on normal lighted maps, its hard to hide */ 3472 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3473 level = ob->map->darkness - 2;
3105 3474
3106 /* this also picks up whether the object is glowing. 3475 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3476 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3477 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3478 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness));
3110 3480
3111 /* scan through all nearby squares for terrain to hide in */ 3481 /* 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]) { 3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3485 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue;
3488 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3490 level += 2;
3117 else /* open terrain! */ 3491 else /* open terrain! */
3118 level -= 1; 3492 level -= 1;
3119 } 3493 }
3120 3494
3121#if 0 3495#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3496 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3497#endif
3124 return level; 3498 return level;
3125} 3499}
3126 3500
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3501/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3502 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3503 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3504 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3505 */
3132 3506
3507void
3133void do_hidden_move (object *op) { 3508do_hidden_move (object *op)
3509{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3511 object *skop;
3136 3512
3137 if(!op || !op->map) return; 3513 if (!op || !op->map)
3514 return;
3138 3515
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3517
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3518 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3519 if (op->type == PLAYER && op->contr->run_on)
3520 {
3143 if(!skop || num >= skop->level) { 3521 if (!skop || num >= skop->level)
3522 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3524 make_visible (op);
3146 return; 3525 return;
3147 } else num += 20; 3526 }
3527 else
3528 num += 20;
3148 } 3529 }
3149 num += op->map->difficulty; 3530 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3531 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3532 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 {
3153 make_visible(op); 3535 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3536 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3538 }
3157 else if (op->type == PLAYER && skop) { 3539 else if (op->type == PLAYER && skop)
3540 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3542 }
3160} 3543}
3161 3544
3162/* determine if who is standing near a hostile creature. */ 3545/* determine if who is standing near a hostile creature. */
3163 3546
3547int
3164int stand_near_hostile( object *who ) { 3548stand_near_hostile (object *who)
3549{
3165 object *tmp=NULL; 3550 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3551 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3552 maptile *m;
3168 sint16 x,y; 3553 sint16 x, y;
3169 3554
3170 if(!who) return 0; 3555 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; 3556 return 0;
3557
3558 if (who->type == PLAYER)
3559 player = 1;
3560
3561 else
3562 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563
3564 /* search adjacent squares */
3565 for (i = 1; i < 9; i++)
3566 {
3567 x = who->x + freearr_x[i];
3568 y = who->y + freearr_y[i];
3569 m = who->map;
3570 mflags = get_map_flags (m, &m, x, y, &x, &y);
3571 /* space must be blocked if there is a monster. If not
3572 * blocked, don't need to check this space.
3573 */
3574 if (mflags & P_OUT_OF_MAP)
3575 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue;
3578
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3580 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1;
3583 else if (tmp->type == PLAYER)
3584 {
3585 /*don't let a hidden DM prevent you from hiding */
3586 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 return 1;
3588 }
3589 }
3590 }
3591 return 0;
3200} 3592}
3201 3593
3202/* check the player los field for viewability of the 3594/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3595 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3596 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3603 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3604 * -b.t.
3213 * This function is now map tiling safe. 3605 * This function is now map tiling safe.
3214 */ 3606 */
3215 3607
3608int
3216int player_can_view (object *pl,object *op) { 3609player_can_view (object *pl, object *op)
3610{
3217 rv_vector rv; 3611 rv_vector rv;
3218 int dx,dy; 3612 int dx, dy;
3219 3613
3220 if(pl->type!=PLAYER) { 3614 if (pl->type != PLAYER)
3615 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3616 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; 3617 return -1;
3247 op = op->more;
3248 } 3618 }
3619 if (!pl || !op)
3249 return 0; 3620 return 0;
3621
3622 if (op->head)
3623 {
3624 op = op->head;
3625 }
3626 get_rangevector (pl, op, &rv, 0x1);
3627
3628 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any
3630 * part that is in the los array but isnt on
3631 * a blocked los square.
3632 * we use the archetype to figure out offsets.
3633 */
3634 while (op)
3635 {
3636 dx = rv.distance_x + op->arch->clone.x;
3637 dy = rv.distance_y + op->arch->clone.y;
3638
3639 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3646 return 1;
3647 op = op->more;
3648 }
3649 return 0;
3250} 3650}
3251 3651
3252/* routine for both players and monsters. We call this when 3652/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3653 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3654 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3655 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3656 * return 0.
3257 */ 3657 */
3658int
3258int action_makes_visible (object *op) { 3659action_makes_visible (object *op)
3660{
3259 3661
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3665 return 0;
3263 3666
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3265 3669
3266 /* If monsters, they should become visible */ 3670 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3674 return 1;
3270 } 3675 }
3271 } 3676 }
3272 return 0; 3677 return 0;
3273} 3678}
3274 3679
3275/* op_on_battleground - checks if the given object op (usually 3680/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3681 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3682 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3683 * -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 3684 * 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 3685 * 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 3686 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3687 */
3688int
3283int op_on_battleground (object *op, int *x, int *y) { 3689op_on_battleground (object *op, int *x, int *y)
3690{
3284 object *tmp; 3691 object *tmp;
3285 3692
3286 /* A battleground-tile needs the following attributes to be valid: 3693 /* 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), 3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3696 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3697 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3698 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3705 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3706 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 {
3299 object *invtmp; 3709 object *invtmp;
3710
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3712 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717 return 1;
3718 }
3719 }
3720 }
3303 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3723 return 1;
3306 } 3724 }
3307 } 3725 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3726 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3727 /* If we got here, did not find a battleground */
3316 return 0; 3728 return 0;
3317} 3729}
3318 3730
3319/* 3731/*
3323 * attributes: 3735 * attributes:
3324 * object *who the dragon player 3736 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3737 * int atnr the attack-number of the ability focus
3326 * int level ability level 3738 * int level ability level
3327 */ 3739 */
3740void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3741dragon_ability_gain (object *who, int atnr, int level)
3742{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3743 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3744 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3745 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3746 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3747 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3748 int i = 0, j = 0;
3335 3749
3336 /* get the appropriate treasurelist */ 3750 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3751 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3752 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3753 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3754 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3755 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3756 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3757 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3758 trlist = find_treasurelist ("dragon_ability_poison");
3345 3759
3346 if (trlist == NULL || who->type != PLAYER) 3760 if (trlist == NULL || who->type != PLAYER)
3347 return; 3761 return;
3348 3762
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3764
3351
3352 if (tr == NULL || tr->item == NULL) { 3765 if (tr == NULL || tr->item == NULL)
3766 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3768 return;
3355 } 3769 }
3356 3770
3357 /* everything seems okay - now bring on the gift: */ 3771 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3772 item = &(tr->item->clone);
3359 3773
3360 if (item->type == SPELL) { 3774 if (item->type == SPELL)
3775 {
3361 if (check_spell_known (who, item->name)) 3776 if (check_spell_known (who, item->name))
3362 return; 3777 return;
3363 3778
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3779 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3780 do_learn_spell (who, item, 0);
3366 return; 3781 return;
3367 } 3782 }
3368 3783
3369 /* grant direct spell */ 3784 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3785 if (item->type == SPELLBOOK)
3786 {
3371 if (!item->inv) { 3787 if (!item->inv)
3788 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3789 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3790 return;
3375 } 3791 }
3376 if (check_spell_known (who, item->inv->name)) 3792 if (check_spell_known (who, item->inv->name))
3377 return; 3793 return;
3378 if (item->invisible) { 3794 if (item->invisible)
3795 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3796 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3797 do_learn_spell (who, item->inv, 0);
3381 return; 3798 return;
3382 } 3799 }
3383 } 3800 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3801 else if (item->type == SKILL_TOOL && item->invisible)
3802 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3803 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804 {
3386 3805
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3806 /* 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 3807 * 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, 3808 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3809 * but not all of them, he gets nothing.
3391 */ 3810 */
3392 if (!(skop->attacktype & item->attacktype)) { 3811 if (!(skop->attacktype & item->attacktype))
3812 {
3393 /* Give new attacktype */ 3813 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3814 skop->attacktype |= item->attacktype;
3395 3815
3396 /* always add physical if there's none */ 3816 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3817 skop->attacktype |= AT_PHYSICAL;
3398 3818
3399 if (item->msg != NULL) 3819 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3820 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3821
3402 /* Give player new face */ 3822 /* Give player new face */
3403 if (item->animation_id) { 3823 if (item->animation_id)
3824 {
3404 who->face = skop->face; 3825 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3826 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3827 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3828 who->last_anim = 0;
3408 who->state = 0; 3829 who->state = 0;
3409 animate_object(who, who->direction); 3830 animate_object (who, who->direction);
3410 } 3831 }
3832 }
3833 }
3411 } 3834 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3835 else if (item->type == FORCE)
3836 {
3415 /* forces in the treasurelist can alter the player's stats */ 3837 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3838 object *skin;
3839
3417 /* first get the dragon skin force */ 3840 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3842 if (skin == NULL)
3420 if (skin == NULL) return; 3843 return;
3421 3844
3422 /* adding new spellpath attunements */ 3845 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3848 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3849
3426 /* print message */ 3850 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3851 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3852 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3853 {
3430 if (j) 3854 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3855 {
3432 else 3856 if (j)
3433 j = 1; 3857 strcat (buf, " and ");
3858 else
3859 j = 1;
3434 strcat(buf, spellpathnames[i]); 3860 strcat (buf, spellpathnames[i]);
3435 } 3861 }
3436 } 3862 }
3437 strcat(buf,"."); 3863 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3864 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3865 }
3440 3866
3441 /* evtl. adding flags: */ 3867 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3868 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3869 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3870 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3871 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3872 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3873 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3874
3449 /* print message if there is one */ 3875 /* print message if there is one */
3450 if (item->msg != NULL) 3876 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3878 }
3879 else
3452 } 3880 {
3453 else {
3454 /* generate misc. treasure */ 3881 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3882 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3883 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); 3884 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3885 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3886 esrv_send_item (who, tmp);
3460 } 3887 }
3461} 3888}
3462 3889
3463/** 3890/**
3464 * Unready an object for a player. This function does nothing if the object was 3891 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3892 * not readied.
3466 */ 3893 */
3894void
3467void player_unready_range_ob(player *pl, object *ob) { 3895player_unready_range_ob (player *pl, object *ob)
3896{
3468 rangetype i; 3897 rangetype i;
3469 3898
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3900 {
3471 if (pl->ranges[i] == ob) { 3901 if (pl->ranges[i] == ob)
3902 {
3472 pl->ranges[i] = NULL; 3903 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3904 if (pl->shoottype == i)
3905 {
3474 pl->shoottype = range_none; 3906 pl->shoottype = range_none;
3475 } 3907 }
3476 } 3908 }
3477 } 3909 }
3478} 3910}

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