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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 1.51 by root, Thu Dec 21 06:12:37 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);
332
337 get_name(p->ob); 333 get_name (p->ob);
334
338 return 0; 335 return 0;
339} 336}
340 337
341/* 338/*
342 * get_player_archetype() return next player archetype from archetype 339 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 340 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 341 * Note: there MUST be at least one player archetype!
345 */ 342 */
343archetype *
346archetype *get_player_archetype(archetype* at) 344get_player_archetype (archetype *at)
347{ 345{
348 archetype *start = at; 346 archetype *start = at;
347
349 for (;;) { 348 for (;;)
349 {
350 if (at==NULL || at->next==NULL) 350 if (at == NULL || at->next == NULL)
351 at=first_archetype; 351 at = first_archetype;
352 else 352 else
353 at=at->next; 353 at = at->next;
354
354 if(at->clone.type==PLAYER) 355 if (at->clone.type == PLAYER)
355 return at; 356 return at;
357
356 if (at == start) { 358 if (at == start)
359 {
357 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 361 exit (-1);
359 } 362 }
360 } 363 }
361} 364}
362 365
363 366object *
364object *get_nearest_player(object *mon) { 367get_nearest_player (object *mon)
368{
365 object *op = NULL; 369 object *op = NULL;
366 player *pl = NULL; 370 player *pl = NULL;
367 objectlink *ol; 371 objectlink *ol;
368 unsigned lastdist; 372 unsigned lastdist;
369 rv_vector rv; 373 rv_vector rv;
370 374
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
376 {
372 /* We should not find free objects on this friendly list, but it 377 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 378 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 379 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 380 * list is also free, so encapsulate this in a while loop.
376 */ 381 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
378 object *tmp=ol->ob; 384 object *tmp = ol->ob;
379 385
380 /* Can't do much more other than log the fact, because the object 386 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 387 * itself will have been cleared.
382 */ 388 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 390 ol = ol->next;
385 remove_friendly_object(tmp); 391 remove_friendly_object (tmp);
386 if (!ol) return op; 392 if (!ol)
387 } 393 return op;
394 }
388 395
389 /* Remove special check for player from this. First, it looks to cause 396 /* 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 397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 398 * 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 399 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 400 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 401 * on_same_map check, as can_detect_enemy also does this
395 */ 402 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 403 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 404 continue;
398 405
399 if(lastdist>rv.distance) { 406 if (lastdist > rv.distance)
407 {
400 op=ol->ob; 408 op = ol->ob;
401 lastdist=rv.distance; 409 lastdist = rv.distance;
402 } 410 }
403 } 411 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 412 for (pl = first_player; pl != NULL; pl = pl->next)
413 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 414 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
406 416
407 if(lastdist>rv.distance) { 417 if (lastdist > rv.distance)
408 op=pl->ob; 418 {
409 lastdist=rv.distance; 419 op = pl->ob;
410 } 420 lastdist = rv.distance;
411 } 421 }
422 }
412 } 423 }
413#if 0 424#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 426#endif
416 return op; 427 return op;
417} 428}
418 429
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 430/* 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 431 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 432 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 469 * 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, 470 * 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 471 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 472 * is blocking itself.
462 */ 473 */
474int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 475path_to_player (object *mon, object *pl, unsigned mindiff)
476{
464 rv_vector rv; 477 rv_vector rv;
465 sint16 x,y; 478 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 479 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 480 maptile *m, *lastmap;
468 481
469 get_rangevector(mon, pl, &rv, 0); 482 get_rangevector (mon, pl, &rv, 0);
470 483
471 if (rv.distance<mindiff) return 0; 484 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; 485 return 0;
724}
725 486
726void confirm_password(object *op) { 487 x = mon->x;
488 y = mon->y;
489 m = mon->map;
490 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
493 /* If we can't solve it within the search distance, return now. */
494 if (diff > max)
495 return 0;
496 while (diff > 1 && max > 0)
497 {
498 lastx = x;
499 lasty = y;
500 lastmap = m;
501 x = lastx + freearr_x[dir];
502 y = lasty + freearr_y[dir];
727 503
504 mflags = get_map_flags (m, &m, x, y, &x, &y);
505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
506
507 /* Space is blocked - try changing direction a little */
508 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
509 && (m == mon->map && blocked_link (mon, m, x, y))))
510 {
511 /* recalculate direction from last good location. Possible
512 * we were not traversing ideal location before.
513 */
514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
515 if (rv.direction != dir)
516 {
517 /* OK - says direction should be different - lets reset the
518 * the values so it will try again.
519 */
520 x = lastx;
521 y = lasty;
522 m = lastmap;
523 dir = firstdir = rv.direction;
524 }
525 else
526 {
527 /* direct path is blocked - try taking a side step to
528 * either the left or right.
529 * Note increase the values in the loop below to be
530 * more than -1/1 respectively will mean the monster takes
531 * bigger detour. Have to be careful about these values getting
532 * too big (3 or maybe 4 or higher) as the monster may just try
533 * stepping back and forth
534 */
535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 {
537 if (i == 0)
538 continue; /* already did this, so skip it */
539 /* Use lastdir here - otherwise,
540 * since the direction that the creature should move in
541 * may change, you could get infinite loops.
542 * ie, player is northwest, but monster can only
543 * move west, so it does that. It goes some distance,
544 * gets blocked, finds that it should move north,
545 * can't do that, but now finds it can move east, and
546 * gets back to its original point. lastdir contains
547 * the last direction the creature has successfully
548 * moved.
549 */
550
551 x = lastx + freearr_x[absdir (lastdir + i)];
552 y = lasty + freearr_y[absdir (lastdir + i)];
553 m = lastmap;
554 mflags = get_map_flags (m, &m, x, y, &x, &y);
555 if (mflags & P_OUT_OF_MAP)
556 continue;
557 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
558 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559 continue;
560 if (mflags & P_BLOCKSVIEW)
561 continue;
562
563 if (m == mon->map && blocked_link (mon, m, x, y))
564 break;
565 }
566 /* go through entire loop without finding a valid
567 * sidestep to take - thus, no valid path.
568 */
569 if (i == (DETOUR_AMOUNT + 1))
570 return 0;
571 diff--;
572 lastdir = dir;
573 max--;
574 if (!firstdir)
575 firstdir = dir + i;
576 } /* else check alternate directions */
577 } /* if blocked */
578 else
579 {
580 /* we moved towards creature, so diff is less */
581 diff--;
582 max--;
583 lastdir = dir;
584 if (!firstdir)
585 firstdir = dir;
586 }
587 if (diff <= 1)
588 {
589 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance.
591 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
594 }
595 if (diff > max)
596 return 0;
597 }
598 /* If we reached the max, didn't find a direction in time */
599 if (!max)
600 return 0;
601
602 return firstdir;
603}
604
605void
606give_initial_items (object *pl, treasurelist * items)
607{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612
613 for (op = pl->inv; op; op = next)
614 {
615 next = op->below;
616
617 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way
619 */
620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
621 SET_FLAG (op, FLAG_APPLIED);
622
623 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions
625 */
626 if (pl->type == PLAYER)
627 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
629 (op->type == ARMOUR || op->type == BOOTS ||
630 op->type == CLOAK || op->type == HELMET ||
631 op->type == SHIELD || op->type == GLOVES ||
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 {
634 op->destroy ();
635 continue;
636 }
637 }
638
639 /* This really needs to be better - we should really give
640 * a substitute spellbook. The problem is that we don't really
641 * have a good idea what to replace it with (need something like
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */
645 if (op->type == SPELLBOOK || op->type == SKILL)
646 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 {
655 op->destroy ();
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
657 continue;
658 }
659
660 if (op->nrof > 1)
661 op->nrof = 1;
662 }
663
664 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668
669 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be
671 * merged properly.
672 */
673 if (need_identify (op))
674 {
675 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED);
678 }
679 if (op->type == SPELL)
680 {
681 op->destroy ();
682 continue;
683 }
684 else if (op->type == SKILL)
685 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0;
688 op->level = 1;
689 }
690 /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */
694
695 /* Need to set up the skill pointers */
696 link_player_skills (pl);
697}
698
699void
700get_name (object *op)
701{
728 op->contr->write_buf[0]='\0'; 702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 779 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 781}
732 782
783void
733void get_party_password(object *op, partylist *party) { 784get_party_password (object *op, partylist *party)
785{
734 if (party == NULL) { 786 if (party == NULL)
787 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 789 return;
737 } 790 }
738 op->contr->write_buf[0]='\0'; 791 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 792 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 795}
743 796
744 797
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int
746int roll_stat(void) { 800roll_stat (void)
801{
747 int a[4],i,j,k; 802 int a[4], i, j, k;
748 803
749 for(i=0;i<4;i++) 804 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 805 a[i] = (int) RANDOM () % 6 + 1;
751 806
752 for(i=0,j=0,k=7;i<4;i++) 807 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 808 if (a[i] < k)
754 k=a[i],j=i; 809 k = a[i], j = i;
755 810
756 for(i=0,k=0;i<4;i++) { 811 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 812 {
813 if (i != j)
814 k += a[i];
815 }
760 return k; 816 return k;
761} 817}
762 818
819void
763void roll_stats(object *op) { 820roll_stats (object *op)
821{
764 int sum=0; 822 int sum = 0;
765 int i = 0, j = 0; 823 int i = 0, j = 0;
766 int statsort[7]; 824 int statsort[7];
767 825
826 do
768 do { 827 {
769 op->stats.Str=roll_stat(); 828 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 829 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 830 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 831 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 832 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 833 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 834 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 835 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+ 836 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 837 while (sum < 82 || sum > 116);
780 838
781 /* Sort the stats so that rerolling is easier... */ 839 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 840 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 841 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 842 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 843 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 844 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 845 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 846 statsort[6] = op->stats.Cha;
789 847
790 /* a quick and dirty bubblesort? */ 848 /* a quick and dirty bubblesort? */
849 do
791 do { 850 {
792 if (statsort[i] < statsort[i + 1]) { 851 if (statsort[i] < statsort[i + 1])
852 {
793 j = statsort[i]; 853 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 854 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 855 statsort[i + 1] = j;
796 i = 0; 856 i = 0;
797 } else { 857 }
798 i++; 858 else
799 } 859 {
860 i++;
861 }
862 }
800 } while (i < 6); 863 while (i < 6);
801 864
802 op->stats.Str = statsort[0]; 865 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 866 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 867 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 868 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 869 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 870 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 871 op->stats.Cha = statsort[6];
809 872
810 873
811 op->contr->orig_stats.Str=op->stats.Str; 874 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 875 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 876 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 877 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 878 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 879 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 880 op->contr->orig_stats.Cha = op->stats.Cha;
818 881
819 op->level=1; 882 op->level = 1;
820 op->stats.exp=0; 883 op->stats.exp = 0;
821 op->stats.ac=0; 884 op->stats.ac = 0;
822 885
823 op->contr->levhp[1] = 9; 886 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 887 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 888 op->contr->levgrace[1] = 3;
826 889
827 fix_player(op); 890 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 891 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 892 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 893 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 894 op->contr->orig_stats = op->stats;
832} 895}
833 896
897void
834void Roll_Again(object *op) 898Roll_Again (object *op)
835{ 899{
836 esrv_new_player(op->contr, 0); 900 esrv_new_player (op->contr, 0);
901 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)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 903}
839 904
905void
840void Swap_Stat(object *op,int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
841{ 907{
842 signed char tmp; 908 signed char tmp;
843 char buf[MAX_BUF]; 909 char buf[MAX_BUF];
844 910
845 if ( op->contr->Swap_First == -1 ) { 911 if (op->contr->Swap_First == -1)
912 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 913 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,"); 914 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"); 915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 916 return;
850 } 917 }
851 918
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 920
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 921 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));
856 922
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 924
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 926 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 927 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 928 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 929 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 930 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 931 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 932 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 933 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 934 op->stats.ac = 0;
869 935
870 op->level=1; 936 op->level = 1;
871 op->stats.exp=0; 937 op->stats.exp = 0;
872 op->stats.ac=0; 938 op->stats.ac = 0;
873 939
874 op->contr->levhp[1] = 9; 940 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 941 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 942 op->contr->levgrace[1] = 3;
877 943
878 fix_player(op); 944 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 945 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 946 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 947 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 948 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 949 op->contr->Swap_First = -1;
884} 950}
885 951
886 952
887/* This code has been greatly reduced, because with set_attr_value 953/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 954 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 955 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 956 * 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 957 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 958 * the number's access that stat. The table does that translation.
893 */ 959 */
960int
894int key_roll_stat(object *op, char key) 961key_roll_stat (object *op, char key)
895{ 962{
896 int keynum = key -'0'; 963 int keynum = key - '0';
897 char buf[MAX_BUF]; 964 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 966
900 if (keynum>0 && keynum<=7) { 967 if (keynum > 0 && keynum <= 7)
968 {
901 if (op->contr->Swap_First==-1) { 969 if (op->contr->Swap_First == -1)
970 {
902 op->contr->Swap_First=stat_trans[keynum]; 971 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 974 }
906 else 975 else
907 Swap_Stat(op,stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
908 977
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 979 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 } 980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
920 992
921#if 0 993#if 0
922 /* So that enter_exit will put us at startx/starty */ 994 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 995 op->x = -1;
924 996
925 enter_exit(op,NULL); 997 enter_exit (op, NULL);
926#endif 998#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1001 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"); 1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg) 1005 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1007 return 0;
935 } 1008 }
936 case 'y': 1009 case 'y':
937 case 'Y': 1010 case 'Y':
938 roll_stats(op); 1011 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
940 return 1; 1013 return 1;
941 1014
942 case 'q': 1015 case 'q':
943 case 'Q': 1016 case 'Q':
944 play_again(op); 1017 play_again (op);
945 return 1; 1018 return 1;
946 1019
947 default: 1020 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1022 return 0;
950 } 1023 }
951 return 0; 1024 return 0;
952} 1025}
953 1026
954/* This function takes the key that is passed, and does the 1027/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1028 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1029 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1030 * separate race and class; this actually changes the RACE,
958 * not the class. 1031 * not the class.
959 */ 1032 */
960 1033
1034int
961int key_change_class(object *op, char key) 1035key_change_class (object *op, char key)
962{ 1036{
963 int tmp_loop; 1037 int tmp_loop;
964 1038
965 if(key=='q'||key=='Q') { 1039 if (key == 'q' || key == 'Q')
1040 {
966 remove_ob(op); 1041 op->remove ();
967 play_again(op); 1042 play_again (op);
968 return 0; 1043 return 0;
969 } 1044 }
970 if(key=='d'||key=='D') { 1045 if (key == 'd' || key == 'D')
1046 {
971 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
972 1048
973 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1051
1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1055
977 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
979 1058
980 op->contr->state=ST_PLAYING; 1059 op->contr->state = ST_PLAYING;
981 1060
982 if (op->msg) { 1061 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1062 op->msg = NULL;
985 }
986 1063
987 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
988 * to save here. 1065 * to save here.
989 */ 1066 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1068 make_path_to_file (buf);
992 1069
993#ifdef AUTOSAVE 1070#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1071 op->contr->last_save_tick = pticks;
995#endif 1072#endif
996 start_info(op); 1073 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1074 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1075 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1076 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1077 esrv_send_inventory (op, op);
1001 fix_player(op); 1078 fix_player (op);
1002 1079
1003 /* This moves the player to a different start map, if there 1080 /* This moves the player to a different start map, if there
1004 * is one for this race 1081 * is one for this race
1005 */ 1082 */
1006 if(*first_map_ext_path) { 1083 if (*first_map_ext_path)
1084 {
1007 object *tmp; 1085 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1087
1011 first_map_ext_path, op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1089 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1090 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1018 * default initial map */ 1095 * default initial map */
1019 free_object(tmp); 1096 tmp->destroy ();
1097 }
1020 } else { 1098 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 1100
1101 return 0;
1102 }
1103
1026 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1028 */ 1106 */
1029 1107
1030 tmp_loop = 0; 1108 tmp_loop = 0;
1031 while(!tmp_loop) { 1109 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1110 {
1111 shstr name = op->name;
1033 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1113
1034 remove_statbonus(op); 1114 remove_statbonus (op);
1035 remove_ob (op); 1115 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1116 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1118 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1120 op->name = op->name_pl = name;
1041 op->name = name; 1121 op->x = x;
1042 free_string(op->name_pl); 1122 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 */ 1123 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1124 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1125 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1126 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1127 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1128 }
1129
1055 update_object(op,UP_OBJ_FACE); 1130 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1131 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1132 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1133 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1134 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1135 op->stats.grace = 0;
1136
1061 if (op->msg) 1137 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1140 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; 1141 return 0;
1065} 1142}
1066 1143
1144int
1067int key_confirm_quit(object *op, char key) 1145key_confirm_quit (object *op, char key)
1068{ 1146{
1069 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1070 1148
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1072 op->contr->state=ST_PLAYING; 1151 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1153 return 1;
1075 } 1154 }
1076 1155
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1157 INVOKE_PLAYER (QUIT, op->contr);
1079 1158
1080 terminate_all_pets(op); 1159 terminate_all_pets (op);
1081 leave_map(op); 1160 leave_map (op);
1082 op->direction=0; 1161 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1163
1086 strcpy(op->contr->killer,"quit"); 1164 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1165 check_score (op);
1088 op->contr->party=NULL; 1166 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1167 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1168 op->contr->own_title[0] = '\0';
1091 1169
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1171 {
1172 maptile *mp, *next;
1094 1173
1095 /* We need to hunt for any per player unique maps in memory and 1174 /* 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, 1175 * 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 1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1177 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1101 next = mp->next; 1181 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1182 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1183 delete_map (mp);
1104 } 1184 }
1105 1185
1106 delete_character(op->name, 1); 1186 delete_character (op->name, 1);
1107 } 1187 }
1188
1108 play_again(op); 1189 play_again (op);
1109 return 1; 1190 return 1;
1110} 1191}
1111 1192
1193void
1112void flee_player(object *op) { 1194flee_player (object *op)
1195{
1113 int dir,diff; 1196 int dir, diff;
1114 rv_vector rv; 1197 rv_vector rv;
1115 1198
1116 if(op->stats.hp < 0) { 1199 if (op->stats.hp < 0)
1200 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1201 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1202 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1203 return;
1120 } 1204 }
1121 1205
1122 if(op->enemy==NULL) { 1206 if (op->enemy == NULL)
1207 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1208 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1210 return;
1126 } 1211 }
1127 1212
1128 /* Seen some crashes here. Since we don't store an 1213 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1214 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1215 * actual enemy, and the object is recycled.
1131 */ 1216 */
1132 if (op->enemy->map == NULL) { 1217 if (op->enemy->map == NULL)
1218 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1219 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1220 op->enemy = NULL;
1135 return; 1221 return;
1136 } 1222 }
1137 1223
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 {
1139 op->enemy=NULL; 1226 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1228 return;
1142 } 1229 }
1230
1143 get_rangevector(op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1144 1232
1145 dir=absdir(4+rv.direction); 1233 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1234 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 } 1235 {
1236 int m = 1 - (RANDOM () & 2);
1237
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 return;
1240 }
1241
1153 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1244 op->enemy = NULL;
1156} 1245}
1157 1246
1158 1247
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1248/* 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 1249 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1250 * stop.
1162 */ 1251 */
1252int
1163int check_pick(object *op) { 1253check_pick (object *op)
1254{
1164 object *tmp, *next; 1255 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1256 int stop = 0;
1167 int j, k, wvratio; 1257 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1258 char putstring[128], tmpstr[16];
1169 1259
1170
1171 /* if you're flying, you cna't pick up anything */ 1260 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1261 if (op->move_type & MOVE_FLYING)
1173 return 1; 1262 return 1;
1174 1263
1175 op_tag = op->count;
1176
1177 next = op->below; 1264 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1265
1181 /* loop while there are items on the floor that are not marked as 1266 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1267 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1268 while (next && !next->destroyed ())
1184 { 1269 {
1185 tmp = next; 1270 tmp = next;
1186 next = tmp->below; 1271 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1272
1190 if (was_destroyed (op, op_tag)) 1273 if (op->destroyed ())
1191 return 0; 1274 return 0;
1192 1275
1193 if ( ! can_pick (op, tmp)) 1276 if (!can_pick (op, tmp))
1194 continue; 1277 continue;
1195 1278
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1280 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1281 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1282 pick_up (op, tmp);
1200 continue; 1283 continue;
1201 } 1284 }
1202 1285
1203 /* high not bit set? We're using the old autopickup model */ 1286 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1287 if (!(op->contr->mode & PU_NEWMODE))
1288 {
1205 switch (op->contr->mode) { 1289 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1290 {
1207 case 1: pick_up (op, tmp); 1291 case 0:
1208 return 1; 1292 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1293 case 1:
1210 return 0; 1294 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1295 return 1;
1212 case 4: pick_up (op, tmp); 1296 case 2:
1213 break; 1297 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1298 return 0;
1215 stop = 1; 1299 case 3:
1216 break; 1300 return 0; /* stop before pickup */
1217 case 6: 1301 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1302 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1303 break;
1220 pick_up(op, tmp); 1304 case 5:
1221 break; 1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1222 1312
1223 case 7: 1313 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1314 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1315 pick_up (op, tmp);
1226 break; 1316 break;
1227 1317
1228 default: 1318 default:
1229 /* use value density */ 1319 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1322 pick_up (op, tmp);
1233 >= op->contr->mode) 1323 }
1234 pick_up(op,tmp); 1324 }
1235 } 1325 else
1236 } 1326 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1327 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1328 if (op->contr->mode & PU_DEBUG)
1240 { 1329 {
1241 /* some debugging code to figure out item information */ 1330 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1331 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1333 &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)))); 1334 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1336 &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); 1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1338
1252 sprintf(putstring,"...flags: "); 1339 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1340 for (k = 0; k < 4; k++)
1254 { 1341 {
1255 for(j=0;j<32;j++) 1342 for (j = 0; j < 32; j++)
1256 { 1343 {
1257 if((tmp->flags[k]>>j)&0x01) 1344 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1345 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1346 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1347 strcat (putstring, tmpstr);
1261 } 1348 }
1262 } 1349 }
1263 } 1350 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1352
1266#if 0 1353#if 0
1267 /* print the flags too */ 1354 /* print the flags too */
1268 for(k=0;k<4;k++) 1355 for (k = 0; k < 4; k++)
1269 { 1356 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1358 for (j = 0; j < 32; j++)
1272 { 1359 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1361 if (!((j + 1) % 4))
1275 } 1362 fprintf (stderr, " ");
1363 }
1276 fprintf(stderr," [%d]\n", k*32); 1364 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1365 }
1278#endif 1366#endif
1279 } 1367 }
1280 /* philosophy: 1368 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1369 * 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 1370 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1371 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1372 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1373 * example.
1286 * The drawback: right now it has no frontend, so you need to 1374 * 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 1375 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1376 * convert to decimal and then 'pickup <#>
1289 */ 1377 */
1290 1378
1291 /* the first two modes are exclusive: if NOTHING we return, if 1379 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1380 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1381 * meaning if any test passes, the item gets picked up. */
1294 1382
1295 /* if mode is set to pick nothing up, return */ 1383 /* if mode is set to pick nothing up, return */
1296 1384
1297 if(op->contr->mode & PU_NOTHING) return 1; 1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1298 1387
1299 /* if mode is set to stop when encountering objects, return */ 1388 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1389 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1390 * anything up */
1302 1391
1303 if(op->contr->mode & PU_STOP) return 0; 1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1304 1394
1305 /* useful for going into stores and not losing your settings... */ 1395 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1396 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1397 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1309 1400
1310 /* prevent us from turning into auto-thieves :) */ 1401 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue;
1312 1404
1313 /* ignore known cursed objects */ 1405 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407 continue;
1315 1408
1316 /* all food and drink if desired */ 1409 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1410 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1411 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1412 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1413 {
1414 pick_up (op, tmp);
1415 continue;
1416 }
1417
1321 if(op->contr->mode & PU_DRINK) 1418 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1419 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; } 1420 {
1421 pick_up (op, tmp);
1422 continue;
1423 }
1324 1424
1325 if(op->contr->mode & PU_POTION) 1425 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1426 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1328 1431
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1432 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1433 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1434 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1333 if(op->contr->mode & PU_SKILLSCROLL) 1440 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1441 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1336 if(op->contr->mode & PU_READABLES) 1447 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1339 1453
1340 /* wands/staves/rods/horns */ 1454 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1344 1461
1345 /* pick up all magical items */ 1462 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1463 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1464 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; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1349 1469
1350 if(op->contr->mode & PU_VALUABLES) 1470 if (op->contr->mode & PU_VALUABLES)
1351 { 1471 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1472 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1473 {
1354 } 1474 pick_up (op, tmp);
1475 continue;
1476 }
1477 }
1355 1478
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1479 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1480 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1481 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1360 1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1361 /* bows and arrows. Bows are good for selling! */ 1495 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1496 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1497 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1365 if(op->contr->mode & PU_ARROW) 1503 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1504 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1368 1509
1369 /* all kinds of armor etc. */ 1510 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1511 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1512 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1373 if(op->contr->mode & PU_HELMET) 1518 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1519 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1376 if(op->contr->mode & PU_SHIELD) 1525 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1526 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1379 if(op->contr->mode & PU_BOOTS) 1532 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1533 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1382 if(op->contr->mode & PU_GLOVES) 1539 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1540 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1385 if(op->contr->mode & PU_CLOAK) 1546 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1547 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1388 1552
1389 /* hoping to catch throwing daggers here */ 1553 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1554 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1393 1560
1394 /* careful: chairs and tables are weapons! */ 1561 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1562 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1563 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1564 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1565 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 {
1402 } 1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1574 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1575 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1577 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1578 pick_up (op, tmp);
1408 } 1579 continue;
1409 } 1580 }
1581 }
1582 }
1410 1583
1411 /* misc stuff that's useful */ 1584 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1585 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1415 1591
1416 /* any of the last 4 bits set means we use the ratio for value 1592 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1593 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1594 if (op->contr->mode & PU_RATIO)
1419 { 1595 {
1420 /* use value density to decide what else to grab */ 1596 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1597 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1598 /* >=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 */ 1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1602 {
1427 pick_up(op, tmp); 1603 pick_up (op, tmp);
1428#if 0 1604#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1606 if (tmp->name != NULL)
1607 {
1431 fprintf(stderr,"%s", tmp->name); 1608 fprintf (stderr, "%s", tmp->name);
1432 } 1609 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1610 else
1611 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1612 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1614#endif
1437 continue; 1615 continue;
1438 } 1616 }
1617 }
1618 } /* the new pickup model */
1439 } 1619 }
1440 } /* the new pickup model */ 1620
1441 }
1442 return ! stop; 1621 return !stop;
1443} 1622}
1444 1623
1445/* 1624/*
1446 * Find an arrow in the inventory and after that 1625 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1626 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1627 * found object is returned.
1449 */ 1628 */
1629object *
1450object *find_arrow(object *op, const char *type) 1630find_arrow (object *op, const char *type)
1451{ 1631{
1452 object *tmp = NULL; 1632 object *tmp = NULL;
1453 1633
1454 for(op=op->inv; op; op=op->below) 1634 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1635 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); 1636 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1637 else if (op->type == ARROW && op->race == type)
1459 return op; 1638 return op;
1460 return tmp; 1639 return tmp;
1461} 1640}
1462 1641
1463/* 1642/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1643 * 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 1644 * 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 1645 * 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. 1646 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1647 */
1469 1648
1649object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1650find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1651{
1472 object *tmp = NULL, *arrow, *ntmp; 1652 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1653 int attacknum, attacktype, betterby = 0, i;
1474 1654
1475 if (!type) 1655 if (!type)
1476 return NULL; 1656 return NULL;
1477 1657
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1658 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1659 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1661 {
1662 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1663 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1664 if (i > betterby)
1484 tmp = ntmp; 1665 {
1485 betterby = i; 1666 tmp = ntmp;
1486 } 1667 betterby = i;
1668 }
1669 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1670 else if (arrow->type == ARROW && arrow->race == type)
1671 {
1488 /* allways prefer assasination/slaying */ 1672 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1674 {
1491 if (arrow->attacktype & AT_DEATH) { 1675 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1676 {
1493 return arrow; 1677 *better = 100;
1494 } else { 1678 return arrow;
1495 tmp = arrow; 1679 }
1680 else
1681 {
1682 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1683 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1684 }
1498 } else { 1685 }
1686 else
1687 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 {
1500 attacktype = 1<<attacknum; 1690 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1691 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) { 1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1693 {
1694 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1696 }
1506 } 1697 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1699 {
1700 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1701 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1702 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1704 {
1705 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1706 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1707 }
1708 }
1709 }
1515 } 1710 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1711 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1712 return find_arrow (op, type);
1520 1713
1521 *better = betterby; 1714 *better = betterby;
1522 return tmp; 1715 return tmp;
1523} 1716}
1524 1717
1525/* looks in a given direction, finds the first valid target, and calls 1718/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1719 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1720 * op = the shooter
1528 * type = bow->race 1721 * type = bow->race
1529 * dir = fire direction 1722 * dir = fire direction
1530 */ 1723 */
1531 1724
1725object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1726pick_arrow_target (object *op, const char *type, int dir)
1533{ 1727{
1534 object *tmp = NULL; 1728 object *tmp = NULL;
1535 mapstruct *m; 1729 maptile *m;
1536 int i, mflags, found, number; 1730 int i, mflags, found, number;
1537 sint16 x, y; 1731 sint16 x, y;
1538 1732
1539 if (op->map == NULL) 1733 if (op->map == NULL)
1540 return find_arrow(op, type); 1734 return find_arrow (op, type);
1541 1735
1542 /* do a dex check */ 1736 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1737 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))) 1738 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1739 return find_arrow (op, type);
1546 1740
1547 m = op->map; 1741 m = op->map;
1548 x = op->x; 1742 x = op->x;
1549 y = op->y; 1743 y = op->y;
1550 1744
1551 /* find the first target */ 1745 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1746 for (i = 0, found = 0; i < 20; i++)
1747 {
1553 x += freearr_x[dir]; 1748 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1749 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1750 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 {
1557 tmp = NULL; 1753 tmp = NULL;
1558 break; 1754 break;
1755 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1759 * perhaps a bad assumption.
1562 */ 1760 */
1563 tmp = NULL; 1761 tmp = NULL;
1564 break; 1762 break;
1565 } 1763 }
1566 if (mflags & P_IS_ALIVE) { 1764 if (mflags & P_IS_ALIVE)
1765 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1767 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1768 {
1570 break; 1769 found++;
1571 } 1770 break;
1771 }
1572 if (found) 1772 if (found)
1573 break; 1773 break;
1574 } 1774 }
1575 } 1775 }
1576 if (tmp == NULL) 1776 if (tmp == NULL)
1577 return find_arrow(op, type); 1777 return find_arrow (op, type);
1578 1778
1579 if (tmp->head) 1779 if (tmp->head)
1580 tmp = tmp->head; 1780 tmp = tmp->head;
1581 1781
1582 return find_better_arrow(op, tmp, type, &i); 1782 return find_better_arrow (op, tmp, type, &i);
1583} 1783}
1584 1784
1585/* 1785/*
1586 * Creature fires a bow - op can be monster or player. Returns 1786 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1787 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1790 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1791 * 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 1792 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1793 * player fire modes.
1594 */ 1794 */
1795int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1797{
1598 object *left, *bow; 1798 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1799 int bowspeed, mflags;
1601 mapstruct *m; 1800 maptile *m;
1602 1801
1603 if (!dir) { 1802 if (!dir)
1803 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1805 return 0;
1606 } 1806 }
1807
1607 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1609 else { 1810 else
1811 {
1610 for(bow=op->inv; bow; bow=bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1813 /* 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. 1814 * don't need to switch back and forth between bows and weapons.
1613 */ 1815 */
1614 if(bow->type==BOW) 1816 if (bow->type == BOW)
1615 break; 1817 break;
1616 1818
1617 if (!bow) { 1819 if (!bow)
1820 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1822 return 0;
1620 } 1823 }
1621 } 1824 }
1825
1622 if( !bow->race || !bow->skill) { 1826 if (!bow->race || !bow->skill)
1827 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1829 return 0;
1625 } 1830 }
1626 1831
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1833
1629 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1632 if (bowspeed < 1) 1838 if (bowspeed < 1)
1633 bowspeed = 1; 1839 bowspeed = 1;
1634 1840
1635 if (arrow == NULL) { 1841 if (arrow == NULL)
1842 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1843 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 {
1637 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1846 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 */ 1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1848 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1850 return 0;
1644 } 1851 }
1645 } 1852 }
1853
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1855 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1856 return 0;
1649 } 1857
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1861 return 0;
1653 } 1862 }
1654 1863
1655 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1865 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1866 {
1867 arrow->destroy ();
1868 return 0;
1869 }
1661 1870
1662 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1873 if (!arrow)
1874 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1876 return 0;
1668 return 0;
1669 } 1877 }
1670 set_owner(arrow, op); 1878
1671 if (arrow->skill) free_string(arrow->skill); 1879 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1880 arrow->skill = bow->skill;
1673 1881
1674 arrow->direction=dir; 1882 arrow->direction = dir;
1675 arrow->x = sx; 1883 arrow->x = sx;
1676 arrow->y = sy; 1884 arrow->y = sy;
1677 1885
1678 if (op->type == PLAYER) { 1886 if (op->type == PLAYER)
1887 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1889 fix_player (op);
1681 } 1890 }
1682 1891
1683 SET_ANIMATION(arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1689 1898
1690 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1692 */ 1901 */
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 1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1698 /* update the speed */ 1905 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1907 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 1908
1704 if (arrow->speed < 1.0) 1909 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1910 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1911 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1912 arrow->speed_left = 0;
1708 1913
1709 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1915 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1918 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 1919
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1921 }
1922 else
1923 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1924 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; 1925 arrow->level = op->level;
1721 } 1926 }
1927
1722 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1930
1724 if (bow->slaying != NULL) 1931 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1932 arrow->slaying = bow->slaying;
1726 1933
1727 arrow->map = m; 1934 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1937
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1938 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); 1939 insert_ob_in_map (arrow, m, op, 0);
1734 1940
1735 if (!was_destroyed(arrow, tag)) 1941 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1942 move_arrow (arrow);
1737 1943
1738 if (op->type == PLAYER) { 1944 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1945 {
1946 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1947 esrv_del_item (op->contr, left->count);
1741 else 1948 else
1742 esrv_send_item(op, left); 1949 esrv_send_item (op, left);
1743 } 1950 }
1951
1744 return 1; 1952 return 1;
1745} 1953}
1746 1954
1747/* Special fire code for players - this takes into 1955/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1956 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1957 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1958 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1959 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1960 * hence the function name.
1753 */ 1961 */
1962int
1754int player_fire_bow(object *op, int dir) 1963player_fire_bow (object *op, int dir)
1755{ 1964{
1756 int ret=0, wcmod=0; 1965 int ret = 0, wcmod = 0;
1757 1966
1758 if (op->contr->bowtype == bow_bestarrow) { 1967 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1968 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1969 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); 1970 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1974 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1976 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1977 else if (op->contr->bowtype == bow_threewide)
1978 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 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)]); 1980 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)]); 1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1983 else if (op->contr->bowtype == bow_spreadshot)
1984 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1985 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); 1986 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); 1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1988
1776 } else { 1989 }
1990 else
1991 {
1777 /* Simple case */ 1992 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1994 }
1780 return ret; 1995 return ret;
1781} 1996}
1782 1997
1783 1998
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1999/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2000 * Broken apart from 'fire' to keep it more readable.
1786 */ 2001 */
2002void
1787void fire_misc_object(object *op, int dir) 2003fire_misc_object (object *op, int dir)
1788{ 2004{
1789 object *item; 2005 object *item;
1790 2006
1791 if (!op->contr->ranges[range_misc]) { 2007 if (!op->contr->ranges[range_misc])
2008 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2010 return;
1794 } 2011 }
1795 2012
1796 item = op->contr->ranges[range_misc]; 2013 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2014 if (!item->inv)
2015 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2016 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2017 return;
1800 } 2018 }
1801 if (item->type == WAND) { 2019 if (item->type == WAND)
2020 {
1802 if(item->stats.food<=0) { 2021 if (item->stats.food <= 0)
2022 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2023 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)); 2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2025 return;
1806 } 2026 }
2027 }
1807 } else if (item->type == ROD || item->type==HORN) { 2028 else if (item->type == ROD || item->type == HORN)
2029 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2033 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2034 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)); 2035 else
1813 else 2036 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; 2037 return;
1817 } 2038 }
1818 } 2039 }
1819 2040
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2041 if (cast_spell (op, item, dir, item->inv, NULL))
2042 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2044 if (item->type == WAND)
2045 {
1823 if (!(--item->stats.food)) { 2046 if (!(--item->stats.food))
1824 object *tmp; 2047 {
1825 if (item->arch) { 2048 object *tmp;
2049
2050 if (item->arch)
2051 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
1828 item->speed = 0; 2054 item->speed = 0;
1829 update_ob_speed(item); 2055 update_ob_speed (item);
1830 } 2056 }
1831 if ((tmp=is_player_inv(item))) 2057 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2059 }
1834 } 2060 }
1835 else if (item->type == ROD || item->type==HORN) { 2061 else if (item->type == ROD || item->type == HORN)
2062 {
1836 drain_rod_charge(item); 2063 drain_rod_charge (item);
1837 } 2064 }
1838 } 2065 }
1839} 2066}
1840 2067
1841/* Received a fire command for the player - go and do it. 2068/* Received a fire command for the player - go and do it.
1842 */ 2069 */
2070void
1843void fire(object *op,int dir) { 2071fire (object *op, int dir)
2072{
1844 int spellcost=0; 2073 int spellcost = 0;
1845 2074
1846 /* check for loss of invisiblity/hide */ 2075 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2076 if (action_makes_visible (op))
2077 make_visible (op);
1848 2078
1849 switch(op->contr->shoottype) { 2079 switch (op->contr->shoottype)
2080 {
1850 case range_none: 2081 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; 2082 return;
1887 default: 2083
2084 case range_bow:
2085 player_fire_bow (op, dir);
2086 return;
2087
2088 case range_magic: /* Casting spells */
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2090 return;
2091
2092 case range_misc:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2120 return;
1890 } 2121 }
1891} 2122}
1892 2123
1893 2124
1894 2125
1901 * inv is the objects inventory to searched 2132 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2133 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2134 * This function can be called recursively to search containers.
1904 */ 2135 */
1905 2136
2137object *
1906object * find_key(object *pl, object *container, object *door) 2138find_key (object *pl, object *container, object *door)
1907{ 2139{
1908 object *tmp,*key; 2140 object *tmp, *key;
1909 2141
1910 /* Should not happen, but sanity checking is never bad */ 2142 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2143 if (container->inv == NULL)
2144 return NULL;
1912 2145
1913 /* First, lets try to find a key in the top level inventory */ 2146 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2149 if (door->type == DOOR && tmp->type == KEY)
2150 break;
1916 /* For sanity, we should really check door type, but other stuff 2151 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2152 * (like containers) can be locked with special keys
1918 */ 2153 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2155 break;
1921 } 2156 }
1922 /* No key found - lets search inventories now */ 2157 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2158 /* 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 2159 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2160 * a key, return
1926 */ 2161 */
1927 if (!tmp) { 2162 if (!tmp)
2163 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165 {
1929 /* No reason to search empty containers */ 2166 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2167 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL)
2170 return key;
2171 }
2172 }
2173 if (!tmp)
2174 return NULL;
1932 } 2175 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2176 /* 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 2177 * see if we actually want to use it
1938 */ 2178 */
1939 if (pl!=container) { 2179 if (pl != container)
2180 {
1940 /* Only let players use keys in containers */ 2181 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2182 if (!pl->contr)
2183 return NULL;
1942 /* cases where this fails: 2184 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2185 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2186 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2187 * If the container is not active, return now since only active
1946 * containers can be used. 2188 * containers can be used.
1947 * If we only search keyrings and the container does not have 2189 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2190 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2191 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2192 * inv must have been an container and must have been active.
1951 * 2193 *
1952 * Change the color so that the message doesn't disappear with 2194 * Change the color so that the message doesn't disappear with
1953 * all the others. 2195 * all the others.
1954 */ 2196 */
1955 if (pl->contr->usekeys == key_inventory || 2197 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2198 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2200 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2202 "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; 2203 return NULL;
1964 } 2204 }
1965 } 2205 }
1966 return tmp; 2206 return tmp;
1967} 2207}
1968 2208
1969/* moved door processing out of move_player_attack. 2209/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2210 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2211 * such that the caller should not do anything more,
1972 * 0 otherwise 2212 * 0 otherwise
1973 */ 2213 */
2214static int
1974static int player_attack_door(object *op, object *door) 2215player_attack_door (object *op, object *door)
1975{ 2216{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* 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 - 2218 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
1980 */ 2220 */
1981 object *key=find_key(op, op, door); 2221 object *key = find_key (op, op, door);
1982 2222
1983 /* IF we found a key, do some extra work */ 2223 /* IF we found a key, do some extra work */
1984 if (key) { 2224 if (key)
2225 {
1985 object *container=key->env; 2226 object *container = key->env;
1986 2227
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2229 if (action_makes_visible (op))
2230 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2233 if (door->type == DOOR)
2234 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2236 }
1993 else if(door->type==LOCKED_DOOR) { 2237 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2238 {
1995 "You open the door with the %s", query_short_name(key)); 2239 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 ;-) */ 2240 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2241 }
1998 /* Do this after we print the message */ 2242 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2243 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2244 /* Need to update the weight the container the key was in */
2001 if (container != op) 2245 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2246 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2247 return 1; /* Nothing more to do below */
2248 }
2004 } else if (door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
2250 {
2005 /* Might as well return now - no other way to open this */ 2251 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2253 return 1;
2008 } 2254 }
2009 return 0; 2255 return 0;
2010} 2256}
2011 2257
2012/* This function is just part of a breakup from move_player. 2258/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2017 */ 2263 */
2018 2264void
2019void move_player_attack(object *op, int dir) 2265move_player_attack (object *op, int dir)
2020{ 2266{
2021 object *tmp, *mon; 2267 object *tmp, *mon;
2022 sint16 nx, ny; 2268 sint16 nx, ny;
2023 int on_battleground; 2269 int on_battleground;
2024 mapstruct *m; 2270 maptile *m;
2025 2271
2026 nx=freearr_x[dir]+op->x; 2272 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2273 ny = freearr_y[dir] + op->y;
2028 2274
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2030 2276
2031 /* If braced, or can't move to the square, and it is not out of the 2277 /* 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 2278 * 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 2279 * 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 2280 * 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 2281 * 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 2282 * 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 2283 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2284 * move_ob uses.
2039 */ 2285 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2290 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2291 if (!m)
2044 } 2292 return; /* Don't think this should happen */
2045 else m =op->map; 2293 }
2046 2294 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2300 return;
2050 } 2301 }
2051 2302
2052 mon = NULL; 2303 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* 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. 2305 * 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 2306 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2307 * on the space
2057 */ 2308 */
2058 while (tmp!=NULL) { 2309 while (tmp)
2310 {
2059 if (tmp == op) { 2311 if (tmp == op)
2060 tmp=tmp->above; 2312 {
2061 continue; 2313 tmp = tmp->above;
2062 } 2314 continue;
2315 }
2316
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2318 {
2065 break; 2319 mon = tmp;
2066 } 2320 break;
2321 }
2322
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2324 mon = tmp;
2325
2069 tmp=tmp->above; 2326 tmp = tmp->above;
2070 } 2327 }
2071 2328
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2330 return; /* into a wall */
2074 2331
2075 if(mon->head != NULL) 2332 if (mon->head)
2076 mon = mon->head; 2333 mon = mon->head;
2077 2334
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2336 if (player_attack_door (op, mon))
2337 return;
2080 2338
2081 /* The following deals with possibly attacking peaceful 2339 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2340 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2341 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2342 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2343 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2344 * and thus will not push them.
2087 */ 2345 */
2088 2346
2089 /* If the creature is a pet, push it even if the player is not 2347 /* 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 2348 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2092 */ 2350 */
2093 if ((op->type==PLAYER) 2351 if ((op->type == PLAYER)
2094#if COZY_SERVER 2352#if COZY_SERVER
2095 && 2353 &&
2096 ( 2354 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2356#else
2102 && get_owner(mon)==op 2357 && mon->owner == op
2103#endif 2358#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2360 {
2106 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2362 if (op->contr->braced)
2363 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2365 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2111 return; 2368 return;
2112 } 2369 }
2113 2370
2114 /* in certain circumstances, you shouldn't attack friendly 2371 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2372 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2373 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2374 * attack them either.
2118 */ 2375 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2379 (op->contr->peaceful
2380 || (mon->type == PLAYER
2381 && mon->contr->
2382 peaceful)) &&
2124#else 2383#else
2125 op->contr->peaceful && 2384 op->contr->peaceful &&
2126#endif 2385#endif
2127 !on_battleground 2386 !on_battleground))
2387 {
2388 if (!op->contr->braced)
2128 )) { 2389 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2391 (void) push_ob (mon, dir, op);
2132 } else { 2392 }
2393 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2395
2396 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op);
2398 }
2399
2138 /* If the object is a boulder or other rollable object, then 2400 /* 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. 2401 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2402 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2404 {
2142 recursive_roll(mon,dir,op); 2405 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2406 if (action_makes_visible (op))
2144 } 2407 make_visible (op);
2408 }
2145 2409
2146 /* Any generic living creature. Including things like doors. 2410 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2411 * 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: 2412 * 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 2413 * 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. 2414 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2415 */
2152 2416
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2419 {
2156 2420
2157 /* If the player hasn't hit something this tick, and does 2421 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2422 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2423 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2424 * incurred a 1 tick offset.
2161 */ 2425 */
2162 if (!op->contr->has_hit) { 2426 if (!op->contr->has_hit)
2427 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2429
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2431 }
2167 2432
2168 skill_attack(mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2169 2434
2170 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2438 * the wiz.
2174 */ 2439 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2440 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)) { 2441 {
2177 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2443
2178 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2181 } 2447 }
2182 if(action_makes_visible(op)) make_visible(op); 2448
2183 } 2449 if (action_makes_visible (op))
2450 make_visible (op);
2451 }
2184 } /* if player should attack something */ 2452 } /* if player should attack something */
2185} 2453}
2186 2454
2455int
2187int move_player(object *op,int dir) { 2456move_player (object *op, int dir)
2457{
2188 int pick; 2458 int pick;
2189 2459
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2460 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; 2461 return 0;
2462
2463 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9))
2465 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0;
2468 }
2469
2470 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473
2474 op->facing = dir;
2475
2476 if (op->hide)
2477 do_hidden_move (op);
2478
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ;
2481 else if (op->contr->fire_on)
2482 fire (op, dir);
2483 else
2484 {
2485 move_player_attack (op, dir);
2486 pick = check_pick (op);
2487 }
2488
2489 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing.
2491 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 op->direction = dir;
2494 else
2495 op->direction = 0;
2496
2497 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities
2499 * for players.
2500 */
2501 animate_object (op, op->facing);
2502 return 0;
2229} 2503}
2230 2504
2231/* This is similar to handle_player, below, but is only used by the 2505/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2506 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2507 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2508 * the new speed values for commands.
2235 * 2509 *
2236 * Returns true if there are more actions we can do. 2510 * Returns true if there are more actions we can do.
2237 */ 2511 */
2512int
2238int handle_newcs_player(object *op) 2513handle_newcs_player (object *op)
2239{ 2514{
2240 if (op->contr->hidden) { 2515 if (op->contr->hidden)
2516 {
2241 op->invisible = 1000; 2517 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2518 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2519 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2520 * alternate it here for it to work correctly.
2245 */ 2521 */
2246 if (pticks & 2) op->invisible--; 2522 if (pticks & 2)
2523 op->invisible--;
2247 } 2524 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2249 op->invisible--; 2527 op->invisible--;
2250 if(!op->invisible) { 2528 if (!op->invisible)
2529 {
2251 make_visible(op); 2530 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2532 }
2254 } 2533 }
2255 2534
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2257 flee_player(op); 2537 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2538 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2260 op->speed_left--; 2541 op->speed_left--;
2261 return 0; 2542 return 0;
2262 } 2543 }
2263 } 2544 }
2264 2545
2265 /* I've been seeing crashes where the golem has been destroyed, but 2546 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2547 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2548 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2549 * put this in a a workaround to clean up the golem pointer.
2269 */ 2550 */
2270 if (op->contr->ranges[range_golem] && 2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2552 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2553
2277 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2556 * called, so we recheck it here.
2280 */ 2557 */
2281 HandleClient(&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2559 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 } 2560 ;
2561
2562 if (op->speed_left < 0)
2296 return 0; 2563 return 0;
2297}
2298 2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580
2581 return 0;
2582}
2583
2584int
2299int save_life(object *op) { 2585save_life (object *op)
2300 object *tmp; 2586{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2587 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; 2588 return 0;
2589
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598
2599 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2602 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp;
2604
2605 if (op->stats.food < 0)
2606 op->stats.food = 999;
2607
2608 fix_player (op);
2609 return 1;
2610 }
2611
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 enter_player_savebed (op); /* bring him home. */
2615 return 0;
2327} 2616}
2328 2617
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2618/* 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 2619 * 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 2620 * function will descend into containers. op is the object to start the search
2332 * from. 2621 * from.
2333 */ 2622 */
2623void
2334void remove_unpaid_objects(object *op, object *env) 2624remove_unpaid_objects (object *op, object *env)
2335{ 2625{
2336 object *next; 2626 object *next;
2337 2627
2338 while (op) { 2628 while (op)
2629 {
2339 next=op->below; /* Make sure we have a good value, in case 2630 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2631 * we remove object 'op'
2341 */ 2632 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2634 {
2635 op->remove ();
2344 op->x = env->x; 2636 op->x = env->x;
2345 op->y = env->y; 2637 op->y = env->y;
2346 if (env->type == PLAYER) 2638 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2641 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2642 else if (op->inv)
2351 op=next; 2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2352 } 2646 }
2353} 2647}
2354 2648
2355 2649
2356/* 2650/*
2358 * Moved from apply.c to player.c - player.c is what 2652 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2653 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2654 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2655 * but there isn't one in the server directory.
2362 */ 2656 */
2657char *
2363char *gravestone_text (object *op) 2658gravestone_text (object *op)
2364{ 2659{
2365 static char buf2[MAX_BUF]; 2660 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2662 time_t now = time (NULL);
2368 2663
2369 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2667 else
2373 sprintf (buf, "%s\n", op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2671 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2674 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2678 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2679 if (op->type == PLAYER)
2680 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2683 strcat (buf2, buf);
2386 } 2684 }
2685
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2390 return buf2; 2690 return buf2;
2391} 2691}
2392 2692
2393 2693
2394 2694
2695void
2395void do_some_living(object *op) { 2696do_some_living (object *op)
2697{
2396 int last_food=op->stats.food; 2698 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2699 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2700 int over_hp, over_sp, over_grace;
2399 int i; 2701 int i;
2400 int rate_hp = 1200; 2702 int rate_hp = 1200;
2401 int rate_sp = 2500; 2703 int rate_sp = 2500;
2402 int rate_grace = 2000; 2704 int rate_grace = 2000;
2403 const int max_hp = 1; 2705 const int max_hp = 1;
2404 const int max_sp = 1; 2706 const int max_sp = 1;
2405 const int max_grace = 1; 2707 const int max_grace = 1;
2406 2708
2407 if (op->contr->outputs_sync) { 2709 if (op->contr->outputs_sync)
2710 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2712 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]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2714 }
2413 2715
2414 if(op->contr->state==ST_PLAYING) { 2716 if (op->contr->state == ST_PLAYING)
2717 {
2415 2718
2416 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2721 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2723 else
2724 {
2421 gen_hp = op->stats.maxhp; 2725 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2727 }
2424 if(op->contr->gen_sp >= 0 ) 2728 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2730 else
2731 {
2427 gen_sp = op->stats.maxsp; 2732 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2734 }
2430 if(op->contr->gen_grace >= 0) 2735 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2737 else
2738 {
2433 gen_grace = op->stats.maxgrace; 2739 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2741 }
2436 2742
2437 /* Regenerate Spell Points */ 2743 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2746 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) { 2747 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2748 {
2749 op->stats.sp++;
2442 /* dms do not consume food */ 2750 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2752 {
2753 op->stats.food--;
2445 if(op->contr->digestion<0) 2754 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2755 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2756 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; 2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2450 } 2784 }
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 2785
2471 /* Regenerate Grace */ 2786 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2788 if (--op->last_grace < 0)
2789 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2790 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2791 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2792 if (max_grace > 1)
2793 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2795 if (over_grace > 0)
2479 op->stats.sp += over_grace 2796 {
2797 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; 2798 + (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; 2799 op->last_grace = 0;
2482 } else { 2800 }
2801 else
2802 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2803 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2804 }
2485 } else { 2805 }
2806 else
2807 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2809 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2810 /* wearing stuff doesn't detract from grace generation. */
2489 } 2811 }
2490 2812
2491 /* Regenerate Hit Points */ 2813 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2814 if (--op->last_heal < 0)
2815 {
2493 if(op->stats.hp<op->stats.maxhp) { 2816 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2817 {
2818 op->stats.hp++;
2495 /* dms do not consume food */ 2819 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2821 {
2822 op->stats.food--;
2498 if(op->contr->digestion<0) 2823 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2824 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2825 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; 2826 op->stats.food = last_food;
2827 }
2828 }
2829 if (max_hp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2835 op->last_heal = 0;
2836 }
2837 else
2838 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2840 }
2841 }
2842 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 }
2503 } 2846 }
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 2847
2519 /* Digestion */ 2848 /* Digestion */
2520 if(--op->last_eat<0) { 2849 if (--op->last_eat < 0)
2850 {
2521#ifdef COZY_SERVER 2851#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2854#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2855 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 2856#endif
2529 2857
2530 if(op->contr->gen_hp > 0) 2858 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2860 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2862 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2864 op->stats.food--;
2865 }
2537 } 2866 }
2538 2867
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 {
2540 object *tmp, *flesh=NULL; 2870 object *tmp, *flesh = NULL;
2541 2871
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2879 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2880 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2881 break;
2549 } 2882 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2883 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2884 flesh = tmp;
2552 } /* end of for loop */ 2885 } /* End if paid for object */
2886 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2887 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2888 * eat flesh instead.
2555 */ 2889 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2893 manual_apply (op, flesh, 0);
2559 } 2894 }
2560 } /* end if player is starving */ 2895 } /* end if player is starving */
2561 2896
2562 while(op->stats.food<0&&op->stats.hp>0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2564 2899
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2901 kill_player (op);
2567} 2902}
2568 2903
2569 2904
2570 2905
2571/* If the player should die (lack of hp, food, etc), we call this. 2906/* 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 2907 * 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 2908 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2909 * file.
2575 */ 2910 */
2911void
2576void kill_player(object *op) 2912kill_player (object *op)
2577{ 2913{
2578 char buf[MAX_BUF]; 2914 char buf[MAX_BUF];
2579 int x,y,i; 2915 int x, y;
2916
2917 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2918 maptile *map; /* this is for resurrection */
2919
2581 int z; 2920 /* int z;
2582 int num_stats_lose; 2921 int num_stats_lose;
2583 int lost_a_stat; 2922 int lost_a_stat;
2584 int lose_this_stat; 2923 int lose_this_stat;
2585 int this_stat; 2924 int this_stat; */
2586 int will_kill_again; 2925 int will_kill_again;
2587 archetype *at; 2926 archetype *at;
2588 object *tmp; 2927 object *tmp;
2589 2928
2590 if(save_life(op)) 2929 if (save_life (op))
2591 return; 2930 return;
2592 2931
2593 2932
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2933 /* 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. 2934 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2935 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2936 */
2598 if (op_on_battleground(op, &x, &y)) { 2937 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2938 {
2600 "You have been defeated in combat!"); 2939 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, 2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2941
2603
2604 /* restore player */ 2942 /* restore player */
2605 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2945 if (tmp)
2608 remove_ob(tmp); 2946 {
2609 free_object(tmp); 2947 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2949 }
2612 2950
2613 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2953 if (tmp)
2616 remove_ob(tmp); 2954 {
2617 free_object(tmp); 2955 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2957 }
2620 2958
2621 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2961 if (op->stats.food <= 0)
2624 2962 op->stats.food = 999;
2963
2625 /* create a bodypart-trophy to make the winner happy */ 2964 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2965 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2966 if (tmp != NULL)
2628 { 2967 {
2629 sprintf(buf,"%s's finger",op->name); 2968 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2969 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2970 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2971 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2973 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2974 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2975 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2977 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2978 }
2979
2642 /* teleport defeated player to new destination*/ 2980 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2981 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2982 op->contr->braced = 0;
2645 return; 2983 return;
2646 } 2984 }
2647 2985
2648 INVOKE_PLAYER (DEATH, op->contr); 2986 INVOKE_PLAYER (DEATH, op->contr);
2649 2987
2650 command_kill_pets (op, 0); 2988 command_kill_pets (op, 0);
2651 2989
2652 if(op->stats.food<0) { 2990 if (op->stats.food < 0)
2991 {
2653 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2994 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..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2996 op->stats.food = 999;
2657 return; 2997 return;
2658 } 2998 }
2659 sprintf(buf,"%s starved to death.",op->name); 2999 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3000 strcpy (op->contr->killer, "starvation");
3001 }
3002 else
2661 } 3003 {
2662 else {
2663 if (op->contr->explore) { 3004 if (op->contr->explore)
3005 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3006 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..."); 3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3008 op->stats.hp = op->stats.maxhp;
2667 return; 3009 return;
2668 } 3010 }
2669 sprintf(buf,"%s died.",op->name); 3011 sprintf (buf, "%s died.", &op->name);
2670 } 3012 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3014
2673 /* save the map location for corpse, gravestone*/ 3015 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
2675 3019
2676 3020
2677 if (settings.not_permadeth == TRUE) { 3021 if (settings.not_permadeth == TRUE)
3022 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3023 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3024 * 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. 3025 * See the config.h file for a little more in depth detail about this.
2681 */ 3026 */
2682 3027
2683 /* Basically two ways to go - remove a stat permanently, or just 3028 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3029 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3030 * of death.
2686 */ 3031 */
2687#ifndef COZY_SERVER 3032#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3033 if (settings.balanced_stat_loss)
3034 {
2689 /* If stat loss is permanent, lose one stat only. */ 3035 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3036 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3037 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3038 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3039 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3040 little bit harder. */
2695 /* GD */ 3041 /* GD */
2696 if (settings.stat_loss_on_death) 3042 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3043 num_stats_lose = 1;
2698 else 3044 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3046 }
3047 else
3048 {
2701 num_stats_lose = 1; 3049 num_stats_lose = 1;
2702 } 3050 }
2703 lost_a_stat = 0; 3051 lost_a_stat = 0;
2704 3052
2705 for (z=0; z<num_stats_lose; z++) { 3053 for (z = 0; z < num_stats_lose; z++)
3054 {
2706 i = RANDOM() % NUM_STATS; 3055 i = RANDOM () % NUM_STATS;
2707 3056
2708 if (settings.stat_loss_on_death) { 3057 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 3058 {
2723 dep = present_arch_in_ob(deparch,op); 3059 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3060 * what he lost.
2725 dep = arch_to_object(deparch); 3061 */
2726 insert_ob_in_ob(dep, op); 3062 change_attr_value (&(op->stats), i, -1);
2727 } 3063 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3064 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3065 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3067 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 3068 }
2756 if (lose_this_stat) { 3069 else
3070 {
3071 /* deplete a stat */
3072 archetype *deparch = archetype::find ("depletion");
3073 object *dep;
3074
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 {
3078 dep = arch_to_object (deparch);
3079 insert_ob_in_ob (dep, op);
3080 }
3081 lose_this_stat = 1;
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0)
3088 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3117 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3118 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3119 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3120 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3121 * difference.
2763 */ 3122 */
2764 if (this_stat>=-50) { 3123 if (this_stat >= -50)
3124 {
2765 change_attr_value(&(dep->stats), i, -1); 3125 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3126 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3128 fix_player (op);
2769 lost_a_stat = 1; 3129 lost_a_stat = 1;
2770 } 3130 }
2771 } 3131 }
2772 } 3132 }
2773 } 3133 }
2774 /* If no stat lost, tell the player. */ 3134 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3135 if (!lost_a_stat)
2776 { 3136 {
2777 /* determine_god() seems to not work sometimes... why is this? 3137 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3138 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3139 const char *god = determine_god (op);
3140
2780 if (god && (strcmp(god, "none"))) 3141 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3142 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" 3143 else
2783 " you.", god); 3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3145 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3146#else
2786 " feel a holy presence protecting you."); 3147 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 3148#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 3149
2792 /* Put a gravestone up where the character 'almost' died. List the 3150 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3151 * exp loss on the stone.
2794 */ 3152 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3153 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3154 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3155 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3156 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3157 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3158 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" 3159 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; 3160 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3161 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3162
2809 /**************************************/ 3163 /**************************************/
2810 /* */ 3164 /* */
2811 /* Subtract the experience points, */ 3165 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3166 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3167 /* food, and reset HP's... */
2814 /* */ 3168 /* */
2815 /**************************************/ 3169 /**************************************/
2816 3170
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3171 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3172 /* restore player */
2819 at = find_archetype("poisoning"); 3173 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3174 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3175
2822 remove_ob(tmp); 3176 if (tmp)
2823 free_object(tmp); 3177 {
3178 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3180 }
2826 3181
2827 at = find_archetype("confusion"); 3182 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3183 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3184 if (tmp)
2830 remove_ob(tmp); 3185 {
2831 free_object(tmp); 3186 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3188 }
3189
2834 cure_disease(op,0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
2835 3191
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3192 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3193 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3196 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3199
2843 /* 3200 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3201 * 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 3202 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3203 * in the map.
2847 */ 3204 */
2848 3205
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3206 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3207 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3208
2857 /****************************************/ 3209 /****************************************/
2858 /* */ 3210 /* */
2859 /* Move player to his current respawn- */ 3211 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3212 /* position (usually last savebed) */
2861 /* */ 3213 /* */
2862 /****************************************/ 3214 /****************************************/
2863 3215
2864 enter_player_savebed(op); 3216 enter_player_savebed (op);
2865 3217
2866 /* Save the player before inserting the force to reduce 3218 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3219 * chance of abuse.
2868 */ 3220 */
2869 op->contr->braced=0; 3221 op->contr->braced = 0;
2870 save_player(op,1); 3222 save_player (op, 1);
2871 3223
2872 /* it is possible that the player has blown something up 3224 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3227 * on the space that might harm the player.
2876 */ 3228 */
2877 will_kill_again=0; 3229 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
2881 } 3233
2882 if (will_kill_again) { 3234 if (will_kill_again)
3235 {
2883 object *force; 3236 object *force;
2884 int at; 3237 int at;
2885 3238
2886 force=get_archetype(FORCE_NAME); 3239 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3240 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3241 force->speed = 0.1;
2889 force->speed_left=-5.0; 3242 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3243 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3244 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3245 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3246 force->resist[at] = 100;
2894 } 3247
2895 insert_ob_in_ob(force, op); 3248 insert_ob_in_ob (force, op);
2896 fix_player(op); 3249 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3250
3251 }
3252
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3254 return;
2908 } /* NOT_PERMADETH */ 3255 } /* NOT_PERMADETH */
2909 else { 3256 else
3257 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3259 * should probably be embedded in an else statement.
2912 */ 3260 */
2913 3261
2914 op->contr->party=NULL; 3262 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3263 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3264 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3266 check_score (op);
3267
2919 if(op->contr->ranges[range_golem]!=NULL) { 3268 if (op->contr->ranges[range_golem])
3269 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3271 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3272 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3273 }
2925 } 3274
2926 loot_object(op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3276 op->remove ();
2928 op->direction=0; 3277 op->direction = 0;
2929 3278
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
2931 delete_character(op->name,0); 3281 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3282 if (settings.resurrection == TRUE)
3283 {
2933 /* save playerfile sans equipment when player dies 3284 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3285 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3286 ** type spells will work on them nicely
2936 */ 3287 */
2937 delete_character(op->name,0); 3288 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3289 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3290 op->stats.food = 999;
2940 3291
2941 /* set the location of where the person will reappear when */ 3292 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3293 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3295 if (op->map != NULL)
2945 op->map = NULL; 3296 op->map = NULL;
2946 op->x = settings.emergency_x; 3297 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3298 op->y = settings.emergency_y;
2948 save_player(op,0); 3299 save_player (op, 0);
2949 op->map = map; 3300 op->map = map;
2950 /* please see resurrection.c: peterm */ 3301 /* please see resurrection.c: peterm */
2951 dead_player(op); 3302 dead_player (op);
2952 } else { 3303 }
3304 else
2953 delete_character(op->name,1); 3305 delete_character (op->name, 1);
2954 } 3306 }
2955 } 3307
2956 play_again(op); 3308 play_again (op);
2957 3309
2958 /* peterm: added to create a corpse at deathsite. */ 3310 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3312 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3313 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3314 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3315 tmp->x = x;
2965 if (tmp->msg) 3316 tmp->y = y;
2966 free_string(tmp->msg); 3317 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3318 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3319 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3320 }
2971} 3321}
2972 3322
2973 3323
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3324void
3325loot_object (object *op)
3326{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3327 object *tmp, *tmp2, *next;
2976 3328
2977 if (op->container) { /* close open sack first */ 3329 if (op->container)
3330 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3331 esrv_apply_container (op, op->container);
2979 } 3332 }
2980 3333
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3335 {
2982 next=tmp->below; 3336 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3337 if (tmp->invisible)
2984 remove_ob(tmp); 3338 continue;
3339 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3340 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3341 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3342 { /* empty container to ground */
2988 } 3343 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3344 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3346 {
2991 if(tmp->nrof>1) { 3347 if (tmp->nrof > 1)
3348 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3350 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 }
3353 else
3354 tmp->destroy ();
3355 }
2995 } else 3356 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3358 }
3000} 3359}
3001 3360
3002/* 3361/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3362 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3363 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3364 * was changed.
3006 */ 3365 */
3007 3366
3367void
3008void fix_weight(void) { 3368fix_weight (void)
3369{
3009 player *pl; 3370 player *pl;
3371
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375
3012 if(old == sum) 3376 if (old == sum)
3013 continue; 3377 continue;
3014 fix_player(pl->ob); 3378 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3380 }
3018} 3381}
3019 3382
3383void
3020void fix_luck(void) { 3384fix_luck (void)
3385{
3021 player *pl; 3386 player *pl;
3387
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->state)
3024 change_luck(pl->ob, 0); 3390 change_luck (pl->ob, 0);
3025} 3391}
3026 3392
3027 3393
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3395 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3396 * just treat this as any other spell casting object.
3031 */ 3397 */
3032 3398
3033void 3399void
3034cast_dust (object * op, object * throw_ob, int dir) 3400cast_dust (object *op, object *throw_ob, int dir)
3035{ 3401{
3036 object *skop, *spob; 3402 object *skop, *spob;
3037 3403
3038 skop = find_skill_by_name (op, throw_ob->skill); 3404 skop = find_skill_by_name (op, throw_ob->skill);
3039 3405
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3406 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3407 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3408 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3409 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3410 return;
3046 } 3411 }
3047 3412
3048 spob = throw_ob->inv; 3413 spob = throw_ob->inv;
3049 3414
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3415 // 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 3416 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3417 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3418 if (!spob)
3054 { 3419 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3420 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; 3421 return;
3058 } 3422 }
3059 3423
3060 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3426
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3428
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3429 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3430}
3069 3431
3432void
3070void make_visible (object *op) { 3433make_visible (object *op)
3434{
3071 op->hide = 0; 3435 op->hide = 0;
3072 op->invisible = 0; 3436 op->invisible = 0;
3073 if(op->type==PLAYER) { 3437 if (op->type == PLAYER)
3438 {
3074 op->contr->tmp_invis = 0; 3439 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3440 op->contr->invis_race = 0;
3076 } 3441 }
3077 update_object(op,UP_OBJ_FACE); 3442 update_object (op, UP_OBJ_FACE);
3078} 3443}
3079 3444
3445int
3080int is_true_undead(object *op) { 3446is_true_undead (object *op)
3447{
3081 object *tmp=NULL; 3448 object *tmp = NULL;
3082 3449
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1;
3084 3452
3085 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3453 return 0;
3090} 3454}
3091 3455
3092/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3458 * indicate greater hideability.
3095 */ 3459 */
3096 3460
3461int
3097int hideability(object *ob) { 3462hideability (object *ob)
3463{
3098 int i,level=0, mflag; 3464 int i, level = 0, mflag;
3099 sint16 x,y; 3465 sint16 x, y;
3100 3466
3101 if(!ob||!ob->map) return 0; 3467 if (!ob || !ob->map)
3468 return 0;
3102 3469
3103 /* so, on normal lighted maps, its hard to hide */ 3470 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3471 level = ob->map->darkness - 2;
3105 3472
3106 /* this also picks up whether the object is glowing. 3473 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3474 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3475 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3476 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness));
3110 3478
3111 /* scan through all nearby squares for terrain to hide in */ 3479 /* 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]) { 3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3483 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue;
3486 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3488 level += 2;
3117 else /* open terrain! */ 3489 else /* open terrain! */
3118 level -= 1; 3490 level -= 1;
3119 } 3491 }
3120 3492
3121#if 0 3493#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3494 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3495#endif
3124 return level; 3496 return level;
3125} 3497}
3126 3498
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3499/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3500 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3501 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3502 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3503 */
3132 3504
3505void
3133void do_hidden_move (object *op) { 3506do_hidden_move (object *op)
3507{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3509 object *skop;
3136 3510
3137 if(!op || !op->map) return; 3511 if (!op || !op->map)
3512 return;
3138 3513
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3515
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3516 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3517 if (op->type == PLAYER && op->contr->run_on)
3518 {
3143 if(!skop || num >= skop->level) { 3519 if (!skop || num >= skop->level)
3520 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3522 make_visible (op);
3146 return; 3523 return;
3147 } else num += 20; 3524 }
3525 else
3526 num += 20;
3148 } 3527 }
3149 num += op->map->difficulty; 3528 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3529 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3530 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 {
3153 make_visible(op); 3533 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3534 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3536 }
3157 else if (op->type == PLAYER && skop) { 3537 else if (op->type == PLAYER && skop)
3538 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3540 }
3160} 3541}
3161 3542
3162/* determine if who is standing near a hostile creature. */ 3543/* determine if who is standing near a hostile creature. */
3163 3544
3545int
3164int stand_near_hostile( object *who ) { 3546stand_near_hostile (object *who)
3547{
3165 object *tmp=NULL; 3548 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3549 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3550 maptile *m;
3168 sint16 x,y; 3551 sint16 x, y;
3169 3552
3170 if(!who) return 0; 3553 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; 3554 return 0;
3555
3556 if (who->type == PLAYER)
3557 player = 1;
3558
3559 else
3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3561
3562 /* search adjacent squares */
3563 for (i = 1; i < 9; i++)
3564 {
3565 x = who->x + freearr_x[i];
3566 y = who->y + freearr_y[i];
3567 m = who->map;
3568 mflags = get_map_flags (m, &m, x, y, &x, &y);
3569 /* space must be blocked if there is a monster. If not
3570 * blocked, don't need to check this space.
3571 */
3572 if (mflags & P_OUT_OF_MAP)
3573 continue;
3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3575 continue;
3576
3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 {
3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3580 return 1;
3581 else if (tmp->type == PLAYER)
3582 {
3583 /*don't let a hidden DM prevent you from hiding */
3584 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3585 return 1;
3586 }
3587 }
3588 }
3589 return 0;
3200} 3590}
3201 3591
3202/* check the player los field for viewability of the 3592/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3593 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3594 * 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. 3601 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3602 * -b.t.
3213 * This function is now map tiling safe. 3603 * This function is now map tiling safe.
3214 */ 3604 */
3215 3605
3606int
3216int player_can_view (object *pl,object *op) { 3607player_can_view (object *pl, object *op)
3608{
3217 rv_vector rv; 3609 rv_vector rv;
3218 int dx,dy; 3610 int dx, dy;
3219 3611
3220 if(pl->type!=PLAYER) { 3612 if (pl->type != PLAYER)
3613 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3614 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; 3615 return -1;
3247 op = op->more;
3248 } 3616 }
3617 if (!pl || !op)
3249 return 0; 3618 return 0;
3619
3620 if (op->head)
3621 {
3622 op = op->head;
3623 }
3624 get_rangevector (pl, op, &rv, 0x1);
3625
3626 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any
3628 * part that is in the los array but isnt on
3629 * a blocked los square.
3630 * we use the archetype to figure out offsets.
3631 */
3632 while (op)
3633 {
3634 dx = rv.distance_x + op->arch->clone.x;
3635 dy = rv.distance_y + op->arch->clone.y;
3636
3637 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 return 1;
3645 op = op->more;
3646 }
3647 return 0;
3250} 3648}
3251 3649
3252/* routine for both players and monsters. We call this when 3650/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3651 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3652 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3653 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3654 * return 0.
3257 */ 3655 */
3656int
3258int action_makes_visible (object *op) { 3657action_makes_visible (object *op)
3658{
3259 3659
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3663 return 0;
3263 3664
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3265 3667
3266 /* If monsters, they should become visible */ 3668 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3672 return 1;
3270 } 3673 }
3271 } 3674 }
3272 return 0; 3675 return 0;
3273} 3676}
3274 3677
3275/* op_on_battleground - checks if the given object op (usually 3678/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3679 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3680 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3681 * -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 3682 * 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 3683 * 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 3684 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3685 */
3686int
3283int op_on_battleground (object *op, int *x, int *y) { 3687op_on_battleground (object *op, int *x, int *y)
3688{
3284 object *tmp; 3689 object *tmp;
3285 3690
3286 /* A battleground-tile needs the following attributes to be valid: 3691 /* 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), 3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3694 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3695 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3696 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3703 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3704 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3299 object *invtmp; 3707 object *invtmp;
3708
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3710 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3713 if (x != NULL && y != NULL)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3715 return 1;
3716 }
3717 }
3718 }
3303 if (x != NULL && y != NULL) 3719 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3721 return 1;
3306 } 3722 }
3307 } 3723 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3724 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3725 /* If we got here, did not find a battleground */
3316 return 0; 3726 return 0;
3317} 3727}
3318 3728
3319/* 3729/*
3323 * attributes: 3733 * attributes:
3324 * object *who the dragon player 3734 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3735 * int atnr the attack-number of the ability focus
3326 * int level ability level 3736 * int level ability level
3327 */ 3737 */
3738void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3739dragon_ability_gain (object *who, int atnr, int level)
3740{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3741 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3742 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3743 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3744 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3745 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3746 int i = 0, j = 0;
3335 3747
3336 /* get the appropriate treasurelist */ 3748 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3749 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3750 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3751 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3752 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3753 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3754 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3755 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3756 trlist = find_treasurelist ("dragon_ability_poison");
3345 3757
3346 if (trlist == NULL || who->type != PLAYER) 3758 if (trlist == NULL || who->type != PLAYER)
3347 return; 3759 return;
3348 3760
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3762
3351
3352 if (tr == NULL || tr->item == NULL) { 3763 if (tr == NULL || tr->item == NULL)
3764 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3766 return;
3355 } 3767 }
3356 3768
3357 /* everything seems okay - now bring on the gift: */ 3769 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3770 item = &(tr->item->clone);
3359 3771
3360 if (item->type == SPELL) { 3772 if (item->type == SPELL)
3773 {
3361 if (check_spell_known (who, item->name)) 3774 if (check_spell_known (who, item->name))
3362 return; 3775 return;
3363 3776
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3777 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); 3778 do_learn_spell (who, item, 0);
3366 return; 3779 return;
3367 } 3780 }
3368 3781
3369 /* grant direct spell */ 3782 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3783 if (item->type == SPELLBOOK)
3784 {
3371 if (!item->inv) { 3785 if (!item->inv)
3786 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3787 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3788 return;
3375 } 3789 }
3376 if (check_spell_known (who, item->inv->name)) 3790 if (check_spell_known (who, item->inv->name))
3377 return; 3791 return;
3378 if (item->invisible) { 3792 if (item->invisible)
3793 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3794 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); 3795 do_learn_spell (who, item->inv, 0);
3381 return; 3796 return;
3382 } 3797 }
3383 } 3798 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3799 else if (item->type == SKILL_TOOL && item->invisible)
3800 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3801 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3802 {
3386 3803
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3804 /* 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 3805 * 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, 3806 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3807 * but not all of them, he gets nothing.
3391 */ 3808 */
3392 if (!(skop->attacktype & item->attacktype)) { 3809 if (!(skop->attacktype & item->attacktype))
3810 {
3393 /* Give new attacktype */ 3811 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3812 skop->attacktype |= item->attacktype;
3395 3813
3396 /* always add physical if there's none */ 3814 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3815 skop->attacktype |= AT_PHYSICAL;
3398 3816
3399 if (item->msg != NULL) 3817 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3818 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3819
3402 /* Give player new face */ 3820 /* Give player new face */
3403 if (item->animation_id) { 3821 if (item->animation_id)
3822 {
3404 who->face = skop->face; 3823 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3824 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3825 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3826 who->last_anim = 0;
3408 who->state = 0; 3827 who->state = 0;
3409 animate_object(who, who->direction); 3828 animate_object (who, who->direction);
3410 } 3829 }
3830 }
3831 }
3411 } 3832 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3833 else if (item->type == FORCE)
3834 {
3415 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3836 object *skin;
3837
3417 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3419 skin=skin->below); 3840 if (skin == NULL)
3420 if (skin == NULL) return; 3841 return;
3421 3842
3422 /* adding new spellpath attunements */ 3843 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3846 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3847
3426 /* print message */ 3848 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3849 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3850 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3851 {
3430 if (j) 3852 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3853 {
3432 else 3854 if (j)
3433 j = 1; 3855 strcat (buf, " and ");
3856 else
3857 j = 1;
3434 strcat(buf, spellpathnames[i]); 3858 strcat (buf, spellpathnames[i]);
3435 } 3859 }
3436 } 3860 }
3437 strcat(buf,"."); 3861 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3862 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3863 }
3440 3864
3441 /* evtl. adding flags: */ 3865 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3866 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3867 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3868 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3869 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3870 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3871 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3872
3449 /* print message if there is one */ 3873 /* print message if there is one */
3450 if (item->msg != NULL) 3874 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876 }
3877 else
3452 } 3878 {
3453 else {
3454 /* generate misc. treasure */ 3879 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3880 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3881 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); 3882 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3883 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3884 esrv_send_item (who, tmp);
3460 } 3885 }
3461} 3886}
3462 3887
3463/** 3888/**
3464 * Unready an object for a player. This function does nothing if the object was 3889 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3890 * not readied.
3466 */ 3891 */
3892void
3467void player_unready_range_ob(player *pl, object *ob) { 3893player_unready_range_ob (player *pl, object *ob)
3894{
3468 rangetype i; 3895 rangetype i;
3469 3896
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898 {
3471 if (pl->ranges[i] == ob) { 3899 if (pl->ranges[i] == ob)
3900 {
3472 pl->ranges[i] = NULL; 3901 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3902 if (pl->shoottype == i)
3903 {
3474 pl->shoottype = range_none; 3904 pl->shoottype = range_none;
3475 } 3905 }
3476 } 3906 }
3477 } 3907 }
3478} 3908}

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