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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 1.49 by root, Wed Dec 20 09:14:22 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))
66 {
67 if (found)
68 return NULL;
69
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)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
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 */
274 268
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
278 271
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 273
281 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
284 * at zero. 277 * at zero.
285 */ 278 */
286 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
287 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
289 } 283 }
284
290 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
292 } 287
293 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
295 290
296 p->socket.update_look=0; 291 p->socket->update_look = 0;
297 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
298 return p; 294 return p;
299} 295}
300
301 296
302/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
303static void set_first_map(object *op) 299set_first_map (object *op)
304{ 300{
305 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 302 op->x = -1;
307 op->y = -1; 303 op->y = -1;
308 enter_exit(op, NULL); 304 enter_exit (op, 0);
309} 305}
310 306
311/* Tries to add player on the connection passwd in ns. 307/* 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 308 * All we can really get in this is some settings like host and display
313 * mode. 309 * mode.
314 */ 310 */
315 311
316int add_player(NewSocket *ns) { 312int
317 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
318 316
319 p=get_player(NULL);
320 p->socket = *ns; 317 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 319
323 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 322
326 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
327 * on the uncoming socket. 324
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 325 set_first_map (p->ob);
331 326
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
334 send_rules(p->ob); 329 send_rules (p->ob);
335 send_news(p->ob); 330 send_news (p->ob);
336 display_motd(p->ob); 331 display_motd (p->ob);
337 get_name(p->ob); 332 get_name (p->ob);
333
338 return 0; 334 return 0;
339} 335}
340 336
341/* 337/*
342 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
345 */ 341 */
342archetype *
346archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
347{ 344{
348 archetype *start = at; 345 archetype *start = at;
346
349 for (;;) { 347 for (;;)
348 {
350 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
351 at=first_archetype; 350 at = first_archetype;
352 else 351 else
353 at=at->next; 352 at = at->next;
353
354 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
355 return at; 355 return at;
356
356 if (at == start) { 357 if (at == start)
358 {
357 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 360 exit (-1);
359 } 361 }
360 } 362 }
361} 363}
362 364
363 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
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 1098
1099 return 0;
1100 }
1101
1026 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1028 */ 1104 */
1029 1105
1030 tmp_loop = 0; 1106 tmp_loop = 0;
1031 while(!tmp_loop) { 1107 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1033 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1034 remove_statbonus(op); 1112 remove_statbonus (op);
1035 remove_ob (op); 1113 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1116 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1118 op->name = op->name_pl = name;
1041 op->name = name; 1119 op->x = x;
1042 free_string(op->name_pl); 1120 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 */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1124 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1126 }
1127
1055 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1130 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1061 if (op->msg) 1135 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1138 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; 1139 return 0;
1065} 1140}
1066 1141
1142int
1067int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1068{ 1144{
1069 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1070 1146
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1072 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1151 return 1;
1075 } 1152 }
1076 1153
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1079 1156
1080 terminate_all_pets(op); 1157 terminate_all_pets (op);
1081 leave_map(op); 1158 leave_map (op);
1082 op->direction=0; 1159 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1161
1086 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1163 check_score (op);
1088 op->contr->party=NULL; 1164 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1091 1167
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1169 {
1170 maptile *mp, *next;
1094 1171
1095 /* We need to hunt for any per player unique maps in memory and 1172 /* 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, 1173 * 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 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1175 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1101 next = mp->next; 1179 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1181 delete_map (mp);
1104 } 1182 }
1105 1183
1106 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1107 } 1185 }
1186
1108 play_again(op); 1187 play_again (op);
1109 return 1; 1188 return 1;
1110} 1189}
1111 1190
1191void
1112void flee_player(object *op) { 1192flee_player (object *op)
1193{
1113 int dir,diff; 1194 int dir, diff;
1114 rv_vector rv; 1195 rv_vector rv;
1115 1196
1116 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1201 return;
1120 } 1202 }
1121 1203
1122 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1208 return;
1126 } 1209 }
1127 1210
1128 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1131 */ 1214 */
1132 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1218 op->enemy = NULL;
1135 return; 1219 return;
1136 } 1220 }
1137 1221
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1139 op->enemy=NULL; 1224 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1226 return;
1142 } 1227 }
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 return;
1238 }
1239
1153 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1242 op->enemy = NULL;
1156} 1243}
1157 1244
1158 1245
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1246/* 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 1247 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1248 * stop.
1162 */ 1249 */
1250int
1163int check_pick(object *op) { 1251check_pick (object *op)
1252{
1164 object *tmp, *next; 1253 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1254 int stop = 0;
1167 int j, k, wvratio; 1255 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1169 1257
1170
1171 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1173 return 1; 1260 return 1;
1174 1261
1175 op_tag = op->count;
1176
1177 next = op->below; 1262 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1263
1181 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1265 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1184 { 1267 {
1185 tmp = next; 1268 tmp = next;
1186 next = tmp->below; 1269 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1270
1190 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1191 return 0; 1272 return 0;
1192 1273
1193 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1194 continue; 1275 continue;
1195 1276
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1278 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1280 pick_up (op, tmp);
1200 continue; 1281 continue;
1201 } 1282 }
1202 1283
1203 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1205 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1288 {
1207 case 1: pick_up (op, tmp); 1289 case 0:
1208 return 1; 1290 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1291 case 1:
1210 return 0; 1292 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1293 return 1;
1212 case 4: pick_up (op, tmp); 1294 case 2:
1213 break; 1295 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1296 return 0;
1215 stop = 1; 1297 case 3:
1216 break; 1298 return 0; /* stop before pickup */
1217 case 6: 1299 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1300 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1301 break;
1220 pick_up(op, tmp); 1302 case 5:
1221 break; 1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1222 1310
1223 case 7: 1311 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1313 pick_up (op, tmp);
1226 break; 1314 break;
1227 1315
1228 default: 1316 default:
1229 /* use value density */ 1317 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1320 pick_up (op, tmp);
1233 >= op->contr->mode) 1321 }
1234 pick_up(op,tmp); 1322 }
1235 } 1323 else
1236 } 1324 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1326 if (op->contr->mode & PU_DEBUG)
1240 { 1327 {
1241 /* some debugging code to figure out item information */ 1328 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1329 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1331 &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)))); 1332 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1334 &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); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1336
1252 sprintf(putstring,"...flags: "); 1337 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1338 for (k = 0; k < 4; k++)
1254 { 1339 {
1255 for(j=0;j<32;j++) 1340 for (j = 0; j < 32; j++)
1256 { 1341 {
1257 if((tmp->flags[k]>>j)&0x01) 1342 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1343 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1344 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1345 strcat (putstring, tmpstr);
1261 } 1346 }
1262 } 1347 }
1263 } 1348 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1350
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 /* print the flags too */
1268 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1272 { 1357 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1275 } 1360 fprintf (stderr, " ");
1361 }
1276 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1363 }
1278#endif 1364#endif
1279 } 1365 }
1280 /* philosophy: 1366 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1367 * 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 1368 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1370 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1371 * example.
1286 * The drawback: right now it has no frontend, so you need to 1372 * 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 1373 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1289 */ 1375 */
1290 1376
1291 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1294 1380
1295 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1296 1382
1297 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1298 1385
1299 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1388 * anything up */
1302 1389
1303 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1304 1392
1305 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1394 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1395 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1309 1398
1310 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1312 1402
1313 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1315 1406
1316 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1321 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1417 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; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1324 1422
1325 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1328 1429
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1333 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1336 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1339 1451
1340 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1344 1459
1345 /* pick up all magical items */ 1460 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1462 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; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1349 1467
1350 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1351 { 1469 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1354 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1355 1476
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1360 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1361 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1365 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1368 1507
1369 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1373 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1376 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1379 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1382 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1385 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1388 1550
1389 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1393 1558
1394 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1561 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1563 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1402 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1573 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1408 } 1577 continue;
1409 } 1578 }
1579 }
1580 }
1410 1581
1411 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1415 1589
1416 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1591 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1419 { 1593 {
1420 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1596 /* >=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 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1600 {
1427 pick_up(op, tmp); 1601 pick_up (op, tmp);
1428#if 0 1602#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1431 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1432 } 1607 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1608 else
1609 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1612#endif
1437 continue; 1613 continue;
1438 } 1614 }
1615 }
1616 } /* the new pickup model */
1439 } 1617 }
1440 } /* the new pickup model */ 1618
1441 }
1442 return ! stop; 1619 return !stop;
1443} 1620}
1444 1621
1445/* 1622/*
1446 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1625 * found object is returned.
1449 */ 1626 */
1627object *
1450object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1451{ 1629{
1452 object *tmp = NULL; 1630 object *tmp = NULL;
1453 1631
1454 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1633 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); 1634 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1459 return op; 1636 return op;
1460 return tmp; 1637 return tmp;
1461} 1638}
1462 1639
1463/* 1640/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1641 * 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 1642 * 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 1643 * 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. 1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1645 */
1469 1646
1647object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1649{
1472 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1474 1652
1475 if (!type) 1653 if (!type)
1476 return NULL; 1654 return NULL;
1477 1655
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1659 {
1660 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1662 if (i > betterby)
1484 tmp = ntmp; 1663 {
1485 betterby = i; 1664 tmp = ntmp;
1486 } 1665 betterby = i;
1666 }
1667 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1488 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1672 {
1491 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1674 {
1493 return arrow; 1675 *better = 100;
1494 } else { 1676 return arrow;
1495 tmp = arrow; 1677 }
1678 else
1679 {
1680 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1682 }
1498 } else { 1683 }
1684 else
1685 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1500 attacktype = 1<<attacknum; 1688 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1689 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) { 1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1691 {
1692 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1694 }
1506 } 1695 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1697 {
1698 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1700 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1702 {
1703 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1705 }
1706 }
1707 }
1515 } 1708 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1710 return find_arrow (op, type);
1520 1711
1521 *better = betterby; 1712 *better = betterby;
1522 return tmp; 1713 return tmp;
1523} 1714}
1524 1715
1525/* looks in a given direction, finds the first valid target, and calls 1716/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1718 * op = the shooter
1528 * type = bow->race 1719 * type = bow->race
1529 * dir = fire direction 1720 * dir = fire direction
1530 */ 1721 */
1531 1722
1723object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1533{ 1725{
1534 object *tmp = NULL; 1726 object *tmp = NULL;
1535 mapstruct *m; 1727 maptile *m;
1536 int i, mflags, found, number; 1728 int i, mflags, found, number;
1537 sint16 x, y; 1729 sint16 x, y;
1538 1730
1539 if (op->map == NULL) 1731 if (op->map == NULL)
1540 return find_arrow(op, type); 1732 return find_arrow (op, type);
1541 1733
1542 /* do a dex check */ 1734 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 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))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1737 return find_arrow (op, type);
1546 1738
1547 m = op->map; 1739 m = op->map;
1548 x = op->x; 1740 x = op->x;
1549 y = op->y; 1741 y = op->y;
1550 1742
1551 /* find the first target */ 1743 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1553 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1557 tmp = NULL; 1751 tmp = NULL;
1558 break; 1752 break;
1753 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1757 * perhaps a bad assumption.
1562 */ 1758 */
1563 tmp = NULL; 1759 tmp = NULL;
1564 break; 1760 break;
1565 } 1761 }
1566 if (mflags & P_IS_ALIVE) { 1762 if (mflags & P_IS_ALIVE)
1763 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1766 {
1570 break; 1767 found++;
1571 } 1768 break;
1769 }
1572 if (found) 1770 if (found)
1573 break; 1771 break;
1574 } 1772 }
1575 } 1773 }
1576 if (tmp == NULL) 1774 if (tmp == NULL)
1577 return find_arrow(op, type); 1775 return find_arrow (op, type);
1578 1776
1579 if (tmp->head) 1777 if (tmp->head)
1580 tmp = tmp->head; 1778 tmp = tmp->head;
1581 1779
1582 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1583} 1781}
1584 1782
1585/* 1783/*
1586 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1788 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1789 * 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 1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1791 * player fire modes.
1594 */ 1792 */
1793int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1795{
1598 object *left, *bow; 1796 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1797 int bowspeed, mflags;
1601 mapstruct *m; 1798 maptile *m;
1602 1799
1603 if (!dir) { 1800 if (!dir)
1801 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1803 return 0;
1606 } 1804 }
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 }
1823
1622 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1827 return 0;
1625 } 1828 }
1626 1829
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1831
1629 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1632 if (bowspeed < 1) 1836 if (bowspeed < 1)
1633 bowspeed = 1; 1837 bowspeed = 1;
1634 1838
1635 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1637 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 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 */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1846 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1848 return 0;
1644 } 1849 }
1645 } 1850 }
1851
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1854 return 0;
1649 } 1855
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1859 return 0;
1653 } 1860 }
1654 1861
1655 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1864 {
1865 arrow->destroy ();
1866 return 0;
1867 }
1661 1868
1662 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1874 return 0;
1668 return 0;
1669 } 1875 }
1670 set_owner(arrow, op); 1876
1671 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1673 1879
1674 arrow->direction=dir; 1880 arrow->direction = dir;
1675 arrow->x = sx; 1881 arrow->x = sx;
1676 arrow->y = sy; 1882 arrow->y = sy;
1677 1883
1678 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1887 fix_player (op);
1681 } 1888 }
1682 1889
1683 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1689 1896
1690 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1692 */ 1899 */
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 1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1698 /* update the speed */ 1903 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1905 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 1906
1704 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1708 1911
1709 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1916 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 1917
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1919 }
1920 else
1921 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1922 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; 1923 arrow->level = op->level;
1721 } 1924 }
1925
1722 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1724 if (bow->slaying != NULL) 1929 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1726 1931
1727 arrow->map = m; 1932 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1935
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 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); 1937 insert_ob_in_map (arrow, m, op, 0);
1734 1938
1735 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1940 move_arrow (arrow);
1737 1941
1738 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1741 else 1946 else
1742 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1743 } 1948 }
1949
1744 return 1; 1950 return 1;
1745} 1951}
1746 1952
1747/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1954 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1958 * hence the function name.
1753 */ 1959 */
1960int
1754int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1755{ 1962{
1756 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1757 1964
1758 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1966 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1967 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); 1968 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1972 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1974 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1977 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)]); 1978 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)]); 1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1983 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); 1984 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); 1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1986
1776 } else { 1987 }
1988 else
1989 {
1777 /* Simple case */ 1990 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1992 }
1780 return ret; 1993 return ret;
1781} 1994}
1782 1995
1783 1996
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1786 */ 1999 */
2000void
1787void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1788{ 2002{
1789 object *item; 2003 object *item;
1790 2004
1791 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2008 return;
1794 } 2009 }
1795 2010
1796 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2012 if (!item->inv)
2013 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2015 return;
1800 } 2016 }
1801 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1802 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 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)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2023 return;
1806 } 2024 }
2025 }
1807 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2031 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2032 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)); 2033 else
1813 else 2034 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; 2035 return;
1817 } 2036 }
1818 } 2037 }
1819 2038
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1823 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
1824 object *tmp; 2045 {
1825 if (item->arch) { 2046 object *tmp;
2047
2048 if (item->arch)
2049 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1828 item->speed = 0; 2052 item->speed = 0;
1829 update_ob_speed(item); 2053 update_ob_speed (item);
1830 } 2054 }
1831 if ((tmp=is_player_inv(item))) 2055 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2057 }
1834 } 2058 }
1835 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1836 drain_rod_charge(item); 2061 drain_rod_charge (item);
1837 } 2062 }
1838 } 2063 }
1839} 2064}
1840 2065
1841/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1842 */ 2067 */
2068void
1843void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1844 int spellcost=0; 2071 int spellcost = 0;
1845 2072
1846 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1848 2076
1849 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1850 case range_none: 2079 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; 2080 return;
1887 default: 2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2118 return;
1890 } 2119 }
1891} 2120}
1892 2121
1893 2122
1894 2123
1901 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1904 */ 2133 */
1905 2134
2135object *
1906object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1907{ 2137{
1908 object *tmp,*key; 2138 object *tmp, *key;
1909 2139
1910 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1912 2143
1913 /* First, lets try to find a key in the top level inventory */ 2144 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1916 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1918 */ 2151 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2153 break;
1921 } 2154 }
1922 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2156 /* 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 2157 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2158 * a key, return
1926 */ 2159 */
1927 if (!tmp) { 2160 if (!tmp)
2161 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1929 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
2169 }
2170 }
2171 if (!tmp)
2172 return NULL;
1932 } 2173 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2174 /* 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 2175 * see if we actually want to use it
1938 */ 2176 */
1939 if (pl!=container) { 2177 if (pl != container)
2178 {
1940 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1942 /* cases where this fails: 2182 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2184 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1946 * containers can be used. 2186 * containers can be used.
1947 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1951 * 2191 *
1952 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1953 * all the others. 2193 * all the others.
1954 */ 2194 */
1955 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2198 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2200 "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; 2201 return NULL;
1964 } 2202 }
1965 } 2203 }
1966 return tmp; 2204 return tmp;
1967} 2205}
1968 2206
1969/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1972 * 0 otherwise 2210 * 0 otherwise
1973 */ 2211 */
2212static int
1974static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1975{ 2214{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2215 /* 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 - 2216 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2217 * otherwise, we fall through to the rest of the code.
1980 */ 2218 */
1981 object *key=find_key(op, op, door); 2219 object *key = find_key (op, op, door);
1982 2220
1983 /* IF we found a key, do some extra work */ 2221 /* IF we found a key, do some extra work */
1984 if (key) { 2222 if (key)
2223 {
1985 object *container=key->env; 2224 object *container = key->env;
1986 2225
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2227 if (action_makes_visible (op))
2228 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2231 if (door->type == DOOR)
2232 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2234 }
1993 else if(door->type==LOCKED_DOOR) { 2235 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2236 {
1995 "You open the door with the %s", query_short_name(key)); 2237 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 ;-) */ 2238 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2239 }
1998 /* Do this after we print the message */ 2240 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2241 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2242 /* Need to update the weight the container the key was in */
2001 if (container != op) 2243 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2244 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2245 return 1; /* Nothing more to do below */
2246 }
2004 } else if (door->type==LOCKED_DOOR) { 2247 else if (door->type == LOCKED_DOOR)
2248 {
2005 /* Might as well return now - no other way to open this */ 2249 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2251 return 1;
2008 } 2252 }
2009 return 0; 2253 return 0;
2010} 2254}
2011 2255
2012/* This function is just part of a breakup from move_player. 2256/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2257 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2258 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2259 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2260 * going to try and move (not fire weapons).
2017 */ 2261 */
2018 2262void
2019void move_player_attack(object *op, int dir) 2263move_player_attack (object *op, int dir)
2020{ 2264{
2021 object *tmp, *mon; 2265 object *tmp, *mon;
2022 sint16 nx, ny; 2266 sint16 nx, ny;
2023 int on_battleground; 2267 int on_battleground;
2024 mapstruct *m; 2268 maptile *m;
2025 2269
2026 nx=freearr_x[dir]+op->x; 2270 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2271 ny = freearr_y[dir] + op->y;
2028 2272
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2273 on_battleground = op_on_battleground (op, 0, 0);
2030 2274
2031 /* If braced, or can't move to the square, and it is not out of the 2275 /* 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 2276 * 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 2277 * 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 2278 * 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 2279 * 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 2280 * 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 2281 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2282 * move_ob uses.
2039 */ 2283 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2288 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2289 if (!m)
2044 } 2290 return; /* Don't think this should happen */
2045 else m =op->map; 2291 }
2046 2292 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2298 return;
2050 } 2299 }
2051 2300
2052 mon = NULL; 2301 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2302 /* 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. 2303 * 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 2304 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2305 * on the space
2057 */ 2306 */
2058 while (tmp!=NULL) { 2307 while (tmp)
2308 {
2059 if (tmp == op) { 2309 if (tmp == op)
2060 tmp=tmp->above; 2310 {
2061 continue; 2311 tmp = tmp->above;
2062 } 2312 continue;
2313 }
2314
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2316 {
2065 break; 2317 mon = tmp;
2066 } 2318 break;
2319 }
2320
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2322 mon = tmp;
2323
2069 tmp=tmp->above; 2324 tmp = tmp->above;
2070 } 2325 }
2071 2326
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2327 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2328 return; /* into a wall */
2074 2329
2075 if(mon->head != NULL) 2330 if (mon->head)
2076 mon = mon->head; 2331 mon = mon->head;
2077 2332
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2334 if (player_attack_door (op, mon))
2335 return;
2080 2336
2081 /* The following deals with possibly attacking peaceful 2337 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2338 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2339 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2340 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2341 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2342 * and thus will not push them.
2087 */ 2343 */
2088 2344
2089 /* If the creature is a pet, push it even if the player is not 2345 /* 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 2346 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2347 * player owns it and it is either friendly or unagressive.
2092 */ 2348 */
2093 if ((op->type==PLAYER) 2349 if ((op->type == PLAYER)
2094#if COZY_SERVER 2350#if COZY_SERVER
2095 && 2351 &&
2096 ( 2352 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2354#else
2102 && get_owner(mon)==op 2355 && mon->owner == op
2103#endif 2356#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2358 {
2106 /* If we're braced, we don't want to switch places with it */ 2359 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2360 if (op->contr->braced)
2361 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2363 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2111 return; 2366 return;
2112 } 2367 }
2113 2368
2114 /* in certain circumstances, you shouldn't attack friendly 2369 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2370 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2371 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2372 * attack them either.
2118 */ 2373 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2374 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2376#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2377 (op->contr->peaceful
2378 || (mon->type == PLAYER
2379 && mon->contr->
2380 peaceful)) &&
2124#else 2381#else
2125 op->contr->peaceful && 2382 op->contr->peaceful &&
2126#endif 2383#endif
2127 !on_battleground 2384 !on_battleground))
2385 {
2386 if (!op->contr->braced)
2128 )) { 2387 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2389 (void) push_ob (mon, dir, op);
2132 } else { 2390 }
2391 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2392 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2393
2394 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op);
2396 }
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, 0, 0);
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, 0, 0);
2180 mon->stats.luck = luck; 2444 mon->stats.luck = luck;
2181 } 2445 }
2182 if(action_makes_visible(op)) make_visible(op); 2446
2183 } 2447 if (action_makes_visible (op))
2448 make_visible (op);
2449 }
2184 } /* if player should attack something */ 2450 } /* if player should attack something */
2185} 2451}
2186 2452
2453int
2187int move_player(object *op,int dir) { 2454move_player (object *op, int dir)
2455{
2188 int pick; 2456 int pick;
2189 2457
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2458 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; 2459 return 0;
2460
2461 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9))
2463 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0;
2466 }
2467
2468 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471
2472 op->facing = dir;
2473
2474 if (op->hide)
2475 do_hidden_move (op);
2476
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ;
2479 else if (op->contr->fire_on)
2480 fire (op, dir);
2481 else
2482 {
2483 move_player_attack (op, dir);
2484 pick = check_pick (op);
2485 }
2486
2487 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing.
2489 */
2490 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2491 op->direction = dir;
2492 else
2493 op->direction = 0;
2494
2495 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities
2497 * for players.
2498 */
2499 animate_object (op, op->facing);
2500 return 0;
2229} 2501}
2230 2502
2231/* This is similar to handle_player, below, but is only used by the 2503/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2504 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2505 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2506 * the new speed values for commands.
2235 * 2507 *
2236 * Returns true if there are more actions we can do. 2508 * Returns true if there are more actions we can do.
2237 */ 2509 */
2510int
2238int handle_newcs_player(object *op) 2511handle_newcs_player (object *op)
2239{ 2512{
2240 if (op->contr->hidden) { 2513 if (op->contr->hidden)
2514 {
2241 op->invisible = 1000; 2515 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2516 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2517 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2518 * alternate it here for it to work correctly.
2245 */ 2519 */
2246 if (pticks & 2) op->invisible--; 2520 if (pticks & 2)
2521 op->invisible--;
2247 } 2522 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2249 op->invisible--; 2525 op->invisible--;
2250 if(!op->invisible) { 2526 if (!op->invisible)
2527 {
2251 make_visible(op); 2528 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2530 }
2254 } 2531 }
2255 2532
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2257 flee_player(op); 2535 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2536 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2260 op->speed_left--; 2539 op->speed_left--;
2261 return 0; 2540 return 0;
2262 } 2541 }
2263 } 2542 }
2264 2543
2265 /* I've been seeing crashes where the golem has been destroyed, but 2544 /* 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 2545 * 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 2546 * 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. 2547 * put this in a a workaround to clean up the golem pointer.
2269 */ 2548 */
2270 if (op->contr->ranges[range_golem] && 2549 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; 2550 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2551
2277 /* call this here - we also will call this in do_ericserver, but 2552 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2553 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2554 * called, so we recheck it here.
2280 */ 2555 */
2281 HandleClient(&op->contr->socket, op->contr); 2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
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 } 2558 ;
2559
2560 if (op->speed_left < 0)
2296 return 0; 2561 return 0;
2297}
2298 2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578
2579 return 0;
2580}
2581
2582int
2299int save_life(object *op) { 2583save_life (object *op)
2300 object *tmp; 2584{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2585 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; 2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599
2600 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp;
2602
2603 if (op->stats.food < 0)
2604 op->stats.food = 999;
2605
2606 fix_player (op);
2607 return 1;
2608 }
2609
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */
2613 return 0;
2327} 2614}
2328 2615
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2616/* 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 2617 * 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 2618 * function will descend into containers. op is the object to start the search
2332 * from. 2619 * from.
2333 */ 2620 */
2621void
2334void remove_unpaid_objects(object *op, object *env) 2622remove_unpaid_objects (object *op, object *env)
2335{ 2623{
2336 object *next; 2624 object *next;
2337 2625
2338 while (op) { 2626 while (op)
2627 {
2339 next=op->below; /* Make sure we have a good value, in case 2628 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2629 * we remove object 'op'
2341 */ 2630 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2632 {
2633 op->remove ();
2344 op->x = env->x; 2634 op->x = env->x;
2345 op->y = env->y; 2635 op->y = env->y;
2346 if (env->type == PLAYER) 2636 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2637 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2638 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2639 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2640 else if (op->inv)
2351 op=next; 2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2352 } 2644 }
2353} 2645}
2354 2646
2355 2647
2356/* 2648/*
2358 * Moved from apply.c to player.c - player.c is what 2650 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2651 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2652 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2653 * but there isn't one in the server directory.
2362 */ 2654 */
2655char *
2363char *gravestone_text (object *op) 2656gravestone_text (object *op)
2364{ 2657{
2365 static char buf2[MAX_BUF]; 2658 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2659 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2660 time_t now = time (NULL);
2368 2661
2369 strcpy (buf2, " R.I.P.\n\n"); 2662 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2663 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2665 else
2373 sprintf (buf, "%s\n", op->name); 2666 sprintf (buf, "%s\n", &op->name);
2667
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2669 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2670 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2672 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2676 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2677 if (op->type == PLAYER)
2678 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2681 strcat (buf2, buf);
2386 } 2682 }
2683
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2686 strcat (buf2, buf);
2687
2390 return buf2; 2688 return buf2;
2391} 2689}
2392 2690
2393 2691
2394 2692
2693void
2395void do_some_living(object *op) { 2694do_some_living (object *op)
2695{
2396 int last_food=op->stats.food; 2696 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2697 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2698 int over_hp, over_sp, over_grace;
2399 int i; 2699 int i;
2400 int rate_hp = 1200; 2700 int rate_hp = 1200;
2401 int rate_sp = 2500; 2701 int rate_sp = 2500;
2402 int rate_grace = 2000; 2702 int rate_grace = 2000;
2403 const int max_hp = 1; 2703 const int max_hp = 1;
2404 const int max_sp = 1; 2704 const int max_sp = 1;
2405 const int max_grace = 1; 2705 const int max_grace = 1;
2406 2706
2407 if (op->contr->outputs_sync) { 2707 if (op->contr->outputs_sync)
2708 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2710 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]); 2711 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2712 }
2413 2713
2414 if(op->contr->state==ST_PLAYING) { 2714 if (op->contr->state == ST_PLAYING)
2715 {
2415 2716
2416 /* these next three if clauses make it possible to SLOW DOWN 2717 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2718 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2719 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2721 else
2722 {
2421 gen_hp = op->stats.maxhp; 2723 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2725 }
2424 if(op->contr->gen_sp >= 0 ) 2726 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2728 else
2729 {
2427 gen_sp = op->stats.maxsp; 2730 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2732 }
2430 if(op->contr->gen_grace >= 0) 2733 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2735 else
2736 {
2433 gen_grace = op->stats.maxgrace; 2737 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2739 }
2436 2740
2437 /* Regenerate Spell Points */ 2741 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2744 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) { 2745 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2746 {
2747 op->stats.sp++;
2442 /* dms do not consume food */ 2748 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2750 {
2751 op->stats.food--;
2445 if(op->contr->digestion<0) 2752 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2753 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2754 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; 2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2450 } 2782 }
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 2783
2471 /* Regenerate Grace */ 2784 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2786 if (--op->last_grace < 0)
2787 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2788 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2789 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2790 if (max_grace > 1)
2791 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2793 if (over_grace > 0)
2479 op->stats.sp += over_grace 2794 {
2795 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; 2796 + (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; 2797 op->last_grace = 0;
2482 } else { 2798 }
2799 else
2800 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2802 }
2485 } else { 2803 }
2804 else
2805 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2807 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2808 /* wearing stuff doesn't detract from grace generation. */
2489 } 2809 }
2490 2810
2491 /* Regenerate Hit Points */ 2811 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2812 if (--op->last_heal < 0)
2813 {
2493 if(op->stats.hp<op->stats.maxhp) { 2814 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2815 {
2816 op->stats.hp++;
2495 /* dms do not consume food */ 2817 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2819 {
2820 op->stats.food--;
2498 if(op->contr->digestion<0) 2821 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2822 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2823 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; 2824 op->stats.food = last_food;
2825 }
2826 }
2827 if (max_hp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 {
2832 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2833 op->last_heal = 0;
2834 }
2835 else
2836 {
2837 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2838 }
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2503 } 2844 }
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 2845
2519 /* Digestion */ 2846 /* Digestion */
2520 if(--op->last_eat<0) { 2847 if (--op->last_eat < 0)
2848 {
2521#ifdef COZY_SERVER 2849#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2852#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2853 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 2854#endif
2529 2855
2530 if(op->contr->gen_hp > 0) 2856 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2858 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2860 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2861 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2862 op->stats.food--;
2863 }
2537 } 2864 }
2538 2865
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2867 {
2540 object *tmp, *flesh=NULL; 2868 object *tmp, *flesh = NULL;
2541 2869
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2871 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2877 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2878 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2879 break;
2549 } 2880 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2881 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2882 flesh = tmp;
2552 } /* end of for loop */ 2883 } /* End if paid for object */
2884 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2885 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2886 * eat flesh instead.
2555 */ 2887 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2891 manual_apply (op, flesh, 0);
2559 } 2892 }
2560 } /* end if player is starving */ 2893 } /* end if player is starving */
2561 2894
2562 while(op->stats.food<0&&op->stats.hp>0) 2895 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2896 op->stats.food++, op->stats.hp--;
2564 2897
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2899 kill_player (op);
2567} 2900}
2568 2901
2569 2902
2570 2903
2571/* If the player should die (lack of hp, food, etc), we call this. 2904/* 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 2905 * 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 2906 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2907 * file.
2575 */ 2908 */
2909void
2576void kill_player(object *op) 2910kill_player (object *op)
2577{ 2911{
2578 char buf[MAX_BUF]; 2912 char buf[MAX_BUF];
2579 int x,y,i; 2913 int x, y;
2914
2915 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2916 maptile *map; /* this is for resurrection */
2917
2581 int z; 2918 /* int z;
2582 int num_stats_lose; 2919 int num_stats_lose;
2583 int lost_a_stat; 2920 int lost_a_stat;
2584 int lose_this_stat; 2921 int lose_this_stat;
2585 int this_stat; 2922 int this_stat; */
2586 int will_kill_again; 2923 int will_kill_again;
2587 archetype *at; 2924 archetype *at;
2588 object *tmp; 2925 object *tmp;
2589 2926
2590 if(save_life(op)) 2927 if (save_life (op))
2591 return; 2928 return;
2592 2929
2593 2930
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2931 /* 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. 2932 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2933 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2934 */
2598 if (op_on_battleground(op, &x, &y)) { 2935 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2936 {
2600 "You have been defeated in combat!"); 2937 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, 2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2939
2603
2604 /* restore player */ 2940 /* restore player */
2605 at = find_archetype("poisoning"); 2941 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2942 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2943 if (tmp)
2608 remove_ob(tmp); 2944 {
2609 free_object(tmp); 2945 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2947 }
2612 2948
2613 at = find_archetype("confusion"); 2949 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2951 if (tmp)
2616 remove_ob(tmp); 2952 {
2617 free_object(tmp); 2953 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2955 }
2620 2956
2621 cure_disease(op,0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2958 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2959 if (op->stats.food <= 0)
2624 2960 op->stats.food = 999;
2961
2625 /* create a bodypart-trophy to make the winner happy */ 2962 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2963 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2964 if (tmp != NULL)
2628 { 2965 {
2629 sprintf(buf,"%s's finger",op->name); 2966 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2967 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2968 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2969 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2971 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2972 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2973 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2974 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2975 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2976 }
2977
2642 /* teleport defeated player to new destination*/ 2978 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2979 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2980 op->contr->braced = 0;
2645 return; 2981 return;
2646 } 2982 }
2647 2983
2648 INVOKE_PLAYER (DEATH, op->contr); 2984 INVOKE_PLAYER (DEATH, op->contr);
2649 2985
2650 command_kill_pets (op, 0); 2986 command_kill_pets (op, 0);
2651 2987
2652 if(op->stats.food<0) { 2988 if (op->stats.food < 0)
2989 {
2653 if (op->contr->explore) { 2990 if (op->contr->explore)
2991 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2992 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..."); 2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2994 op->stats.food = 999;
2657 return; 2995 return;
2658 } 2996 }
2659 sprintf(buf,"%s starved to death.",op->name); 2997 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2998 strcpy (op->contr->killer, "starvation");
2999 }
3000 else
2661 } 3001 {
2662 else {
2663 if (op->contr->explore) { 3002 if (op->contr->explore)
3003 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3004 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..."); 3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3006 op->stats.hp = op->stats.maxhp;
2667 return; 3007 return;
2668 } 3008 }
2669 sprintf(buf,"%s died.",op->name); 3009 sprintf (buf, "%s died.", &op->name);
2670 } 3010 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3012
2673 /* save the map location for corpse, gravestone*/ 3013 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
2675 3017
2676 3018
2677 if (settings.not_permadeth == TRUE) { 3019 if (settings.not_permadeth == TRUE)
3020 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3021 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3022 * 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. 3023 * See the config.h file for a little more in depth detail about this.
2681 */ 3024 */
2682 3025
2683 /* Basically two ways to go - remove a stat permanently, or just 3026 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3027 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3028 * of death.
2686 */ 3029 */
2687#ifndef COZY_SERVER 3030#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3031 if (settings.balanced_stat_loss)
3032 {
2689 /* If stat loss is permanent, lose one stat only. */ 3033 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3034 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3035 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3036 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3037 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3038 little bit harder. */
2695 /* GD */ 3039 /* GD */
2696 if (settings.stat_loss_on_death) 3040 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3041 num_stats_lose = 1;
2698 else 3042 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3044 }
3045 else
3046 {
2701 num_stats_lose = 1; 3047 num_stats_lose = 1;
2702 } 3048 }
2703 lost_a_stat = 0; 3049 lost_a_stat = 0;
2704 3050
2705 for (z=0; z<num_stats_lose; z++) { 3051 for (z = 0; z < num_stats_lose; z++)
3052 {
2706 i = RANDOM() % NUM_STATS; 3053 i = RANDOM () % NUM_STATS;
2707 3054
2708 if (settings.stat_loss_on_death) { 3055 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 3056 {
2723 dep = present_arch_in_ob(deparch,op); 3057 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3058 * what he lost.
2725 dep = arch_to_object(deparch); 3059 */
2726 insert_ob_in_ob(dep, op); 3060 change_attr_value (&(op->stats), i, -1);
2727 } 3061 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3062 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3063 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3065 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 3066 }
2756 if (lose_this_stat) { 3067 else
3068 {
3069 /* deplete a stat */
3070 archetype *deparch = archetype::find ("depletion");
3071 object *dep;
3072
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 {
3076 dep = arch_to_object (deparch);
3077 insert_ob_in_ob (dep, op);
3078 }
3079 lose_this_stat = 1;
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0)
3086 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3115 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3116 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3117 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3118 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3119 * difference.
2763 */ 3120 */
2764 if (this_stat>=-50) { 3121 if (this_stat >= -50)
3122 {
2765 change_attr_value(&(dep->stats), i, -1); 3123 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3124 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3126 fix_player (op);
2769 lost_a_stat = 1; 3127 lost_a_stat = 1;
2770 } 3128 }
2771 } 3129 }
2772 } 3130 }
2773 } 3131 }
2774 /* If no stat lost, tell the player. */ 3132 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3133 if (!lost_a_stat)
2776 { 3134 {
2777 /* determine_god() seems to not work sometimes... why is this? 3135 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3136 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3137 const char *god = determine_god (op);
3138
2780 if (god && (strcmp(god, "none"))) 3139 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3140 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" 3141 else
2783 " you.", god); 3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3143 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3144#else
2786 " feel a holy presence protecting you."); 3145 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 3146#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 3147
2792 /* Put a gravestone up where the character 'almost' died. List the 3148 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3149 * exp loss on the stone.
2794 */ 3150 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3151 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3152 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3153 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3154 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3155 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3156 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" 3157 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; 3158 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3159 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3160
2809 /**************************************/ 3161 /**************************************/
2810 /* */ 3162 /* */
2811 /* Subtract the experience points, */ 3163 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3164 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3165 /* food, and reset HP's... */
2814 /* */ 3166 /* */
2815 /**************************************/ 3167 /**************************************/
2816 3168
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3169 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3170 /* restore player */
2819 at = find_archetype("poisoning"); 3171 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3172 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3173
2822 remove_ob(tmp); 3174 if (tmp)
2823 free_object(tmp); 3175 {
3176 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3178 }
2826 3179
2827 at = find_archetype("confusion"); 3180 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3181 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3182 if (tmp)
2830 remove_ob(tmp); 3183 {
2831 free_object(tmp); 3184 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3186 }
3187
2834 cure_disease(op,0); /* remove any disease */ 3188 cure_disease (op, 0); /* remove any disease */
2835 3189
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3190 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3191 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3194 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3197
2843 /* 3198 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3199 * 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 3200 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3201 * in the map.
2847 */ 3202 */
2848 3203
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3204 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3205 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3206
2857 /****************************************/ 3207 /****************************************/
2858 /* */ 3208 /* */
2859 /* Move player to his current respawn- */ 3209 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3210 /* position (usually last savebed) */
2861 /* */ 3211 /* */
2862 /****************************************/ 3212 /****************************************/
2863 3213
2864 enter_player_savebed(op); 3214 enter_player_savebed (op);
2865 3215
2866 /* Save the player before inserting the force to reduce 3216 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3217 * chance of abuse.
2868 */ 3218 */
2869 op->contr->braced=0; 3219 op->contr->braced = 0;
2870 save_player(op,1); 3220 save_player (op, 1);
2871 3221
2872 /* it is possible that the player has blown something up 3222 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3223 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3224 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3225 * on the space that might harm the player.
2876 */ 3226 */
2877 will_kill_again=0; 3227 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3229 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3230 will_kill_again |= tmp->attacktype;
2881 } 3231
2882 if (will_kill_again) { 3232 if (will_kill_again)
3233 {
2883 object *force; 3234 object *force;
2884 int at; 3235 int at;
2885 3236
2886 force=get_archetype(FORCE_NAME); 3237 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3238 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3239 force->speed = 0.1;
2889 force->speed_left=-5.0; 3240 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3241 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3242 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3243 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3244 force->resist[at] = 100;
2894 } 3245
2895 insert_ob_in_ob(force, op); 3246 insert_ob_in_ob (force, op);
2896 fix_player(op); 3247 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3248
3249 }
3250
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3252 return;
2908 } /* NOT_PERMADETH */ 3253 } /* NOT_PERMADETH */
2909 else { 3254 else
3255 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3257 * should probably be embedded in an else statement.
2912 */ 3258 */
2913 3259
2914 op->contr->party=NULL; 3260 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3261 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3262 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3264 check_score (op);
3265
2919 if(op->contr->ranges[range_golem]!=NULL) { 3266 if (op->contr->ranges[range_golem])
3267 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3268 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3269 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3270 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3271 }
2925 } 3272
2926 loot_object(op); /* Remove some of the items for good */ 3273 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3274 op->remove ();
2928 op->direction=0; 3275 op->direction = 0;
2929 3276
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
2931 delete_character(op->name,0); 3279 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3280 if (settings.resurrection == TRUE)
3281 {
2933 /* save playerfile sans equipment when player dies 3282 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3283 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3284 ** type spells will work on them nicely
2936 */ 3285 */
2937 delete_character(op->name,0); 3286 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3287 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3288 op->stats.food = 999;
2940 3289
2941 /* set the location of where the person will reappear when */ 3290 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3291 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3293 if (op->map != NULL)
2945 op->map = NULL; 3294 op->map = NULL;
2946 op->x = settings.emergency_x; 3295 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3296 op->y = settings.emergency_y;
2948 save_player(op,0); 3297 save_player (op, 0);
2949 op->map = map; 3298 op->map = map;
2950 /* please see resurrection.c: peterm */ 3299 /* please see resurrection.c: peterm */
2951 dead_player(op); 3300 dead_player (op);
2952 } else { 3301 }
3302 else
2953 delete_character(op->name,1); 3303 delete_character (op->name, 1);
2954 } 3304 }
2955 } 3305
2956 play_again(op); 3306 play_again (op);
2957 3307
2958 /* peterm: added to create a corpse at deathsite. */ 3308 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3310 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3311 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3312 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3313 tmp->x = x;
2965 if (tmp->msg) 3314 tmp->y = y;
2966 free_string(tmp->msg); 3315 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3316 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3317 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3318 }
2971} 3319}
2972 3320
2973 3321
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3322void
3323loot_object (object *op)
3324{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3325 object *tmp, *tmp2, *next;
2976 3326
2977 if (op->container) { /* close open sack first */ 3327 if (op->container)
3328 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3329 esrv_apply_container (op, op->container);
2979 } 3330 }
2980 3331
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3332 for (tmp = op->inv; tmp != NULL; tmp = next)
3333 {
2982 next=tmp->below; 3334 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3335 if (tmp->type == EXPERIENCE || tmp->invisible)
2984 remove_ob(tmp); 3336 continue;
3337 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3338 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3339 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3340 { /* empty container to ground */
2988 } 3341 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3342 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3344 {
2991 if(tmp->nrof>1) { 3345 if (tmp->nrof > 1)
3346 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3348 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3349 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 }
3351 else
3352 tmp->destroy ();
3353 }
2995 } else 3354 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3355 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3356 }
3000} 3357}
3001 3358
3002/* 3359/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3360 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3361 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3362 * was changed.
3006 */ 3363 */
3007 3364
3365void
3008void fix_weight(void) { 3366fix_weight (void)
3367{
3009 player *pl; 3368 player *pl;
3369
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373
3012 if(old == sum) 3374 if (old == sum)
3013 continue; 3375 continue;
3014 fix_player(pl->ob); 3376 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3378 }
3018} 3379}
3019 3380
3381void
3020void fix_luck(void) { 3382fix_luck (void)
3383{
3021 player *pl; 3384 player *pl;
3385
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3386 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3387 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3388 change_luck (pl->ob, 0);
3025} 3389}
3026 3390
3027 3391
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3392/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3393 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3394 * just treat this as any other spell casting object.
3031 */ 3395 */
3032 3396
3033void 3397void
3034cast_dust (object * op, object * throw_ob, int dir) 3398cast_dust (object *op, object *throw_ob, int dir)
3035{ 3399{
3036 object *skop, *spob; 3400 object *skop, *spob;
3037 3401
3038 skop = find_skill_by_name (op, throw_ob->skill); 3402 skop = find_skill_by_name (op, throw_ob->skill);
3039 3403
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3404 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3405 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3406 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3407 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3408 return;
3046 } 3409 }
3047 3410
3048 spob = throw_ob->inv; 3411 spob = throw_ob->inv;
3049 3412
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3413 // 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 3414 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3415 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3416 if (!spob)
3054 { 3417 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3418 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; 3419 return;
3058 } 3420 }
3059 3421
3060 if (op->type == PLAYER) 3422 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3423 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3424
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3425 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3426
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3427 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3428}
3069 3429
3430void
3070void make_visible (object *op) { 3431make_visible (object *op)
3432{
3071 op->hide = 0; 3433 op->hide = 0;
3072 op->invisible = 0; 3434 op->invisible = 0;
3073 if(op->type==PLAYER) { 3435 if (op->type == PLAYER)
3436 {
3074 op->contr->tmp_invis = 0; 3437 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3438 op->contr->invis_race = 0;
3076 } 3439 }
3077 update_object(op,UP_OBJ_FACE); 3440 update_object (op, UP_OBJ_FACE);
3078} 3441}
3079 3442
3443int
3080int is_true_undead(object *op) { 3444is_true_undead (object *op)
3445{
3081 object *tmp=NULL; 3446 object *tmp = NULL;
3082 3447
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1;
3084 3450
3085 if(op->type==PLAYER) 3451 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3089 return 0; 3456 return 0;
3090} 3457}
3091 3458
3092/* look at the surrounding terrain to determine 3459/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3460 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3461 * indicate greater hideability.
3095 */ 3462 */
3096 3463
3464int
3097int hideability(object *ob) { 3465hideability (object *ob)
3466{
3098 int i,level=0, mflag; 3467 int i, level = 0, mflag;
3099 sint16 x,y; 3468 sint16 x, y;
3100 3469
3101 if(!ob||!ob->map) return 0; 3470 if (!ob || !ob->map)
3471 return 0;
3102 3472
3103 /* so, on normal lighted maps, its hard to hide */ 3473 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3474 level = ob->map->darkness - 2;
3105 3475
3106 /* this also picks up whether the object is glowing. 3476 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3477 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3478 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3479 if (has_carried_lights (ob))
3480 level = -(10 + (2 * ob->map->darkness));
3110 3481
3111 /* scan through all nearby squares for terrain to hide in */ 3482 /* 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]) { 3483 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3484 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3485 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3486 if (mflag & P_OUT_OF_MAP)
3487 {
3488 continue;
3489 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3490 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3491 level += 2;
3117 else /* open terrain! */ 3492 else /* open terrain! */
3118 level -= 1; 3493 level -= 1;
3119 } 3494 }
3120 3495
3121#if 0 3496#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3497 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3498#endif
3124 return level; 3499 return level;
3125} 3500}
3126 3501
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3502/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3503 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3504 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3505 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3506 */
3132 3507
3508void
3133void do_hidden_move (object *op) { 3509do_hidden_move (object *op)
3510{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3511 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3512 object *skop;
3136 3513
3137 if(!op || !op->map) return; 3514 if (!op || !op->map)
3515 return;
3138 3516
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3518
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3519 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3520 if (op->type == PLAYER && op->contr->run_on)
3521 {
3143 if(!skop || num >= skop->level) { 3522 if (!skop || num >= skop->level)
3523 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3525 make_visible (op);
3146 return; 3526 return;
3147 } else num += 20; 3527 }
3528 else
3529 num += 20;
3148 } 3530 }
3149 num += op->map->difficulty; 3531 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3532 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3533 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 {
3153 make_visible(op); 3536 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3537 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3539 }
3157 else if (op->type == PLAYER && skop) { 3540 else if (op->type == PLAYER && skop)
3541 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3543 }
3160} 3544}
3161 3545
3162/* determine if who is standing near a hostile creature. */ 3546/* determine if who is standing near a hostile creature. */
3163 3547
3548int
3164int stand_near_hostile( object *who ) { 3549stand_near_hostile (object *who)
3550{
3165 object *tmp=NULL; 3551 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3552 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3553 maptile *m;
3168 sint16 x,y; 3554 sint16 x, y;
3169 3555
3170 if(!who) return 0; 3556 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; 3557 return 0;
3558
3559 if (who->type == PLAYER)
3560 player = 1;
3561
3562 else
3563 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3564
3565 /* search adjacent squares */
3566 for (i = 1; i < 9; i++)
3567 {
3568 x = who->x + freearr_x[i];
3569 y = who->y + freearr_y[i];
3570 m = who->map;
3571 mflags = get_map_flags (m, &m, x, y, &x, &y);
3572 /* space must be blocked if there is a monster. If not
3573 * blocked, don't need to check this space.
3574 */
3575 if (mflags & P_OUT_OF_MAP)
3576 continue;
3577 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3578 continue;
3579
3580 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3581 {
3582 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3583 return 1;
3584 else if (tmp->type == PLAYER)
3585 {
3586 /*don't let a hidden DM prevent you from hiding */
3587 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3588 return 1;
3589 }
3590 }
3591 }
3592 return 0;
3200} 3593}
3201 3594
3202/* check the player los field for viewability of the 3595/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3596 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3597 * 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. 3604 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3605 * -b.t.
3213 * This function is now map tiling safe. 3606 * This function is now map tiling safe.
3214 */ 3607 */
3215 3608
3609int
3216int player_can_view (object *pl,object *op) { 3610player_can_view (object *pl, object *op)
3611{
3217 rv_vector rv; 3612 rv_vector rv;
3218 int dx,dy; 3613 int dx, dy;
3219 3614
3220 if(pl->type!=PLAYER) { 3615 if (pl->type != PLAYER)
3616 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3617 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; 3618 return -1;
3247 op = op->more;
3248 } 3619 }
3620 if (!pl || !op)
3249 return 0; 3621 return 0;
3622
3623 if (op->head)
3624 {
3625 op = op->head;
3626 }
3627 get_rangevector (pl, op, &rv, 0x1);
3628
3629 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any
3631 * part that is in the los array but isnt on
3632 * a blocked los square.
3633 * we use the archetype to figure out offsets.
3634 */
3635 while (op)
3636 {
3637 dx = rv.distance_x + op->arch->clone.x;
3638 dy = rv.distance_y + op->arch->clone.y;
3639
3640 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values.
3643 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3647 return 1;
3648 op = op->more;
3649 }
3650 return 0;
3250} 3651}
3251 3652
3252/* routine for both players and monsters. We call this when 3653/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3654 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3655 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3656 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3657 * return 0.
3257 */ 3658 */
3659int
3258int action_makes_visible (object *op) { 3660action_makes_visible (object *op)
3661{
3259 3662
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3663 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3664 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3665 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3666 return 0;
3263 3667
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3668 if (op->contr && op->contr->tmp_invis == 0)
3669 return 0;
3265 3670
3266 /* If monsters, they should become visible */ 3671 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3672 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3673 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3674 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3675 return 1;
3270 } 3676 }
3271 } 3677 }
3272 return 0; 3678 return 0;
3273} 3679}
3274 3680
3275/* op_on_battleground - checks if the given object op (usually 3681/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3682 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3683 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3684 * -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 3685 * 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 3686 * 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 3687 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3688 */
3689int
3283int op_on_battleground (object *op, int *x, int *y) { 3690op_on_battleground (object *op, int *x, int *y)
3691{
3284 object *tmp; 3692 object *tmp;
3285 3693
3286 /* A battleground-tile needs the following attributes to be valid: 3694 /* 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), 3695 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3696 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3697 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3698 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3699 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3700 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3701 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3702 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3703 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3704 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3705 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3706 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3707 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3708 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3709 {
3299 object *invtmp; 3710 object *invtmp;
3711
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3712 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3713 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3714 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3715 {
3716 if (x != NULL && y != NULL)
3717 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3718 return 1;
3719 }
3720 }
3721 }
3303 if (x != NULL && y != NULL) 3722 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3723 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3724 return 1;
3306 } 3725 }
3307 } 3726 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3727 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3728 /* If we got here, did not find a battleground */
3316 return 0; 3729 return 0;
3317} 3730}
3318 3731
3319/* 3732/*
3323 * attributes: 3736 * attributes:
3324 * object *who the dragon player 3737 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3738 * int atnr the attack-number of the ability focus
3326 * int level ability level 3739 * int level ability level
3327 */ 3740 */
3741void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3742dragon_ability_gain (object *who, int atnr, int level)
3743{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3744 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3745 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3746 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3747 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3748 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3749 int i = 0, j = 0;
3335 3750
3336 /* get the appropriate treasurelist */ 3751 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3752 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3753 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3754 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3755 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3756 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3757 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3758 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3759 trlist = find_treasurelist ("dragon_ability_poison");
3345 3760
3346 if (trlist == NULL || who->type != PLAYER) 3761 if (trlist == NULL || who->type != PLAYER)
3347 return; 3762 return;
3348 3763
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3765
3351
3352 if (tr == NULL || tr->item == NULL) { 3766 if (tr == NULL || tr->item == NULL)
3767 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3769 return;
3355 } 3770 }
3356 3771
3357 /* everything seems okay - now bring on the gift: */ 3772 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3773 item = &(tr->item->clone);
3359 3774
3360 if (item->type == SPELL) { 3775 if (item->type == SPELL)
3776 {
3361 if (check_spell_known (who, item->name)) 3777 if (check_spell_known (who, item->name))
3362 return; 3778 return;
3363 3779
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3780 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); 3781 do_learn_spell (who, item, 0);
3366 return; 3782 return;
3367 } 3783 }
3368 3784
3369 /* grant direct spell */ 3785 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3786 if (item->type == SPELLBOOK)
3787 {
3371 if (!item->inv) { 3788 if (!item->inv)
3789 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3790 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3791 return;
3375 } 3792 }
3376 if (check_spell_known (who, item->inv->name)) 3793 if (check_spell_known (who, item->inv->name))
3377 return; 3794 return;
3378 if (item->invisible) { 3795 if (item->invisible)
3796 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3797 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); 3798 do_learn_spell (who, item->inv, 0);
3381 return; 3799 return;
3382 } 3800 }
3383 } 3801 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3802 else if (item->type == SKILL_TOOL && item->invisible)
3803 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3804 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3805 {
3386 3806
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3807 /* 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 3808 * 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, 3809 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3810 * but not all of them, he gets nothing.
3391 */ 3811 */
3392 if (!(skop->attacktype & item->attacktype)) { 3812 if (!(skop->attacktype & item->attacktype))
3813 {
3393 /* Give new attacktype */ 3814 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3815 skop->attacktype |= item->attacktype;
3395 3816
3396 /* always add physical if there's none */ 3817 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3818 skop->attacktype |= AT_PHYSICAL;
3398 3819
3399 if (item->msg != NULL) 3820 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3821 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3822
3402 /* Give player new face */ 3823 /* Give player new face */
3403 if (item->animation_id) { 3824 if (item->animation_id)
3825 {
3404 who->face = skop->face; 3826 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3827 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3828 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3829 who->last_anim = 0;
3408 who->state = 0; 3830 who->state = 0;
3409 animate_object(who, who->direction); 3831 animate_object (who, who->direction);
3410 } 3832 }
3833 }
3834 }
3411 } 3835 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3836 else if (item->type == FORCE)
3837 {
3415 /* forces in the treasurelist can alter the player's stats */ 3838 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3839 object *skin;
3840
3417 /* first get the dragon skin force */ 3841 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3843 if (skin == NULL)
3420 if (skin == NULL) return; 3844 return;
3421 3845
3422 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3849 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3850
3426 /* print message */ 3851 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3852 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3853 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3854 {
3430 if (j) 3855 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3856 {
3432 else 3857 if (j)
3433 j = 1; 3858 strcat (buf, " and ");
3859 else
3860 j = 1;
3434 strcat(buf, spellpathnames[i]); 3861 strcat (buf, spellpathnames[i]);
3435 } 3862 }
3436 } 3863 }
3437 strcat(buf,"."); 3864 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3865 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3866 }
3440 3867
3441 /* evtl. adding flags: */ 3868 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3869 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3870 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3871 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3872 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3873 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3874 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3875
3449 /* print message if there is one */ 3876 /* print message if there is one */
3450 if (item->msg != NULL) 3877 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3878 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3879 }
3880 else
3452 } 3881 {
3453 else {
3454 /* generate misc. treasure */ 3882 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3883 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3884 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); 3885 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3886 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3887 esrv_send_item (who, tmp);
3460 } 3888 }
3461} 3889}
3462 3890
3463/** 3891/**
3464 * Unready an object for a player. This function does nothing if the object was 3892 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3893 * not readied.
3466 */ 3894 */
3895void
3467void player_unready_range_ob(player *pl, object *ob) { 3896player_unready_range_ob (player *pl, object *ob)
3897{
3468 rangetype i; 3898 rangetype i;
3469 3899
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3471 if (pl->ranges[i] == ob) { 3902 if (pl->ranges[i] == ob)
3903 {
3472 pl->ranges[i] = NULL; 3904 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3905 if (pl->shoottype == i)
3906 {
3474 pl->shoottype = range_none; 3907 pl->shoottype = range_none;
3475 } 3908 }
3476 } 3909 }
3477 } 3910 }
3478} 3911}

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