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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 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
47
55 return NULL; 48 return 0;
56} 49}
57 50
51player *
58player* find_player_partial_name( const char* plname ) 52find_player_partial_name (const char *plname)
59 { 53{
60 player* pl; 54 player *pl;
61 player* found = NULL; 55 player *found = NULL;
62 size_t namelen = strlen( plname ); 56 size_t namelen = strlen (plname);
57
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 58 for (pl = first_player; pl; pl = pl->next)
64 { 59 {
65 if ( strlen( pl->ob->name ) < namelen ) 60 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 61 continue;
67 62
68 if ( !strcmp( pl->ob->name, plname) ) 63 if (!strcmp (pl->ob->name, plname))
69 return pl; 64 return pl;
70 65
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77
78void
79display_motd (const object *op)
80{
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 return;
90
91 motd[0] = '\0';
92 size = 0;
93
94 while (fgets (buf, MAX_BUF, fp))
95 {
96 if (*buf == '#')
97 continue;
98
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102
103 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104 close_and_delete (fp, comp);
105}
106
107void
108send_rules (const object *op)
109{
110 char buf[MAX_BUF];
111 char rules[HUGE_BUF];
112 FILE *fp;
113 int comp;
114 int size;
115
116 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 return;
119
120 rules[0] = '\0';
121 size = 0;
122
123 while (fgets (buf, MAX_BUF, fp))
124 {
125 if (*buf == '#')
126 continue;
127
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133
134 strncat (rules + size, buf, HUGE_BUF - size);
135 size += strlen (buf);
136 }
137
138 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139 close_and_delete (fp, comp);
140}
141
142void
143send_news (const object *op)
144{
145 char buf[MAX_BUF];
146 char news[HUGE_BUF];
147 char subject[MAX_BUF];
148 FILE *fp;
149 int comp;
150 int size;
151
152 sprintf (buf, "%s/%s", settings.confdir, settings.news);
153 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154 return;
155
156 news[0] = '\0';
157 subject[0] = '\0';
158 size = 0;
159
160 while (fgets (buf, MAX_BUF, fp) != NULL)
161 {
162 if (*buf == '#')
163 continue;
164
165 if (*buf == '%')
166 { /* send one news */
167 if (size > 0)
168 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 */
169 strcpy (subject, buf + 1);
170 strip_endline (subject);
171 size = 0;
172 news[0] = '\0';
173 }
174 else
175 {
176 if (size + strlen (buf) >= HUGE_BUF)
72 { 177 {
73 if ( found ) 178 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 179 break;
75
76 found = pl;
77 } 180 }
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); 181 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 182 size += strlen (buf);
170 } 183 }
171 }
172 184 }
185
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 187 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); 188 close_and_delete (fp, comp);
179} 189}
180 190
191int
181int playername_ok(const char *cp) { 192playername_ok (const char *cp)
193{
182 /* Don't allow - or _ as first character in the name */ 194 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 195 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0; 196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
188 return 1; 202 return 1;
189} 203}
190 204
191/* This no longer sets the player map. Also, it now updates 205/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 206 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 207 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 211 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 212 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 213 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 214 * the one that is passed.
201 */ 215 */
202static player* get_player(player *p) { 216static player *
217get_player (player *p)
218{
203 object *op=arch_to_object(get_player_archetype(NULL)); 219 object *op = arch_to_object (get_player_archetype (0));
204 int i; 220 int i;
205 221
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 222 /* Clears basically the entire player structure except
229 * for next and socket. 223 * for next and socket.
230 */ 224 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 225 p->clear ();
232 p->attachable_init (); //HACK
233 226
234 /* There are some elements we want initialized to non zero value - 227 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 228 * we deal with that below this point.
236 */ 229 */
237 p->party=NULL; 230 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 231 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 232 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 233 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 234 p->Swap_First = -1;
242 235
243#ifdef AUTOSAVE 236#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 237 p->last_save_tick = 9999999;
245#endif 238#endif
246 239
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 241
249 op->contr=p; /* this aren't yet in archetype */ 242 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 243 p->ob = op;
251 op->speed_left=0.5; 244 op->speed_left = 0.5;
252 op->speed=1.0; 245 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 246 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 247 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
259 p->state=ST_ROLL_STAT; 256 p->ns->state = ST_ROLL_STAT;
260 clear_los(op); 257 clear_los (op);
261 258
262 p->gen_sp_armour=10; 259 p->gen_sp_armour = 10;
263 p->last_speed= -1; 260 p->last_speed = -1;
264 p->shoottype=range_none; 261 p->shoottype = range_none;
265 p->bowtype=bow_normal; 262 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 263 p->petmode = pet_normal;
267 p->listening=10; 264 p->listening = 10;
268 p->usekeys=containers; 265 p->usekeys = containers;
269 p->last_weapon_sp= -1; 266 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 267 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 268 p->do_los = 1;
272 p->explore=0; 269 p->explore = 0;
273 p->no_shout=0; /* default can shout */
274 270
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 271 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 272 op->race = op->arch->clone.race;
278 273
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 274 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 275
281 /* we need to clear these to -1 and not zero - otherwise, 276 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 277 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 278 * send new values to the client, as things like exp start
284 * at zero. 279 * at zero.
285 */ 280 */
286 for (i=0; i < NUM_SKILLS; i++) { 281 for (i = 0; i < NUM_SKILLS; i++)
282 {
287 p->last_skill_exp[i] = -1; 283 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 284 p->last_skill_ob[i] = NULL;
289 } 285 }
286
290 for (i=0; i < NROFATTACKS; i++) { 287 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 288 p->last_resist[i] = -1;
292 } 289
293 p->last_stats.exp = -1; 290 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 291 p->last_weight = (uint32) - 1;
295 292
296 p->socket.update_look=0; 293 p->ns->update_look = 0;
297 p->socket.look_position=0; 294 p->ns->look_position = 0;
295
298 return p; 296 return p;
299} 297}
300
301 298
302/* This loads the first map an puts the player on it. */ 299/* This loads the first map an puts the player on it. */
300static void
303static void set_first_map(object *op) 301set_first_map (object *op)
304{ 302{
305 strcpy(op->contr->maplevel, first_map_path); 303 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 304 op->x = -1;
307 op->y = -1; 305 op->y = -1;
308 enter_exit(op, NULL); 306 enter_exit (op, 0);
309} 307}
310 308
311/* Tries to add player on the connection passwd in ns. 309/* 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 310 * All we can really get in this is some settings like host and display
313 * mode. 311 * mode.
314 */ 312 */
315 313
316int add_player(NewSocket *ns) { 314int
317 player *p; 315add_player (client *ns)
316{
317 player *p = new player;
318 318
319 p->ns = ns;
320 ns->pl = p;
321
322 p->next = first_player;
323 first_player = p;
324
319 p=get_player(NULL); 325 p = get_player (p);
320 p->socket = *ns; 326
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 327 set_first_map (p->ob);
331 328
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 330 add_friendly_object (p->ob);
334 send_rules(p->ob); 331 send_rules (p->ob);
335 send_news(p->ob); 332 send_news (p->ob);
336 display_motd(p->ob); 333 display_motd (p->ob);
334
337 get_name(p->ob); 335 get_name (p->ob);
336
338 return 0; 337 return 0;
339} 338}
340 339
341/* 340/*
342 * get_player_archetype() return next player archetype from archetype 341 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 342 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 343 * Note: there MUST be at least one player archetype!
345 */ 344 */
345archetype *
346archetype *get_player_archetype(archetype* at) 346get_player_archetype (archetype *at)
347{ 347{
348 archetype *start = at; 348 archetype *start = at;
349
349 for (;;) { 350 for (;;)
351 {
350 if (at==NULL || at->next==NULL) 352 if (at == NULL || at->next == NULL)
351 at=first_archetype; 353 at = first_archetype;
352 else 354 else
353 at=at->next; 355 at = at->next;
356
354 if(at->clone.type==PLAYER) 357 if (at->clone.type == PLAYER)
355 return at; 358 return at;
359
356 if (at == start) { 360 if (at == start)
361 {
357 LOG (llevError, "No Player archetypes\n"); 362 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 363 exit (-1);
359 } 364 }
360 } 365 }
361} 366}
362 367
363 368object *
364object *get_nearest_player(object *mon) { 369get_nearest_player (object *mon)
370{
365 object *op = NULL; 371 object *op = NULL;
366 player *pl = NULL; 372 player *pl = NULL;
367 objectlink *ol; 373 objectlink *ol;
368 unsigned lastdist; 374 unsigned lastdist;
369 rv_vector rv; 375 rv_vector rv;
370 376
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
378 {
372 /* We should not find free objects on this friendly list, but it 379 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 380 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 381 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 382 * list is also free, so encapsulate this in a while loop.
376 */ 383 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
378 object *tmp=ol->ob; 386 object *tmp = ol->ob;
379 387
380 /* Can't do much more other than log the fact, because the object 388 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 389 * itself will have been cleared.
382 */ 390 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 392 ol = ol->next;
385 remove_friendly_object(tmp); 393 remove_friendly_object (tmp);
386 if (!ol) return op; 394 if (!ol)
387 } 395 return op;
396 }
388 397
389 /* Remove special check for player from this. First, it looks to cause 398 /* 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 399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 400 * 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 401 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 402 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 403 * on_same_map check, as can_detect_enemy also does this
395 */ 404 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 405 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 406 continue;
398 407
399 if(lastdist>rv.distance) { 408 if (lastdist > rv.distance)
409 {
400 op=ol->ob; 410 op = ol->ob;
401 lastdist=rv.distance; 411 lastdist = rv.distance;
402 } 412 }
403 } 413 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 414 for (pl = first_player; pl != NULL; pl = pl->next)
415 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 416 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
406 418
407 if(lastdist>rv.distance) { 419 if (lastdist > rv.distance)
408 op=pl->ob; 420 {
409 lastdist=rv.distance; 421 op = pl->ob;
410 } 422 lastdist = rv.distance;
411 } 423 }
424 }
412 } 425 }
413#if 0 426#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 428#endif
416 return op; 429 return op;
417} 430}
418 431
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 432/* 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 433 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 434 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 471 * 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, 472 * 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 473 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 474 * is blocking itself.
462 */ 475 */
476int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 477path_to_player (object *mon, object *pl, unsigned mindiff)
478{
464 rv_vector rv; 479 rv_vector rv;
465 sint16 x,y; 480 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 481 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 482 maptile *m, *lastmap;
468 483
469 get_rangevector(mon, pl, &rv, 0); 484 get_rangevector (mon, pl, &rv, 0);
470 485
471 if (rv.distance<mindiff) return 0; 486 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; 487 return 0;
724}
725 488
726void confirm_password(object *op) { 489 x = mon->x;
490 y = mon->y;
491 m = mon->map;
492 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
495 /* If we can't solve it within the search distance, return now. */
496 if (diff > max)
497 return 0;
498 while (diff > 1 && max > 0)
499 {
500 lastx = x;
501 lasty = y;
502 lastmap = m;
503 x = lastx + freearr_x[dir];
504 y = lasty + freearr_y[dir];
727 505
506 mflags = get_map_flags (m, &m, x, y, &x, &y);
507 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
508
509 /* Space is blocked - try changing direction a little */
510 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
511 && (m == mon->map && blocked_link (mon, m, x, y))))
512 {
513 /* recalculate direction from last good location. Possible
514 * we were not traversing ideal location before.
515 */
516 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
517 if (rv.direction != dir)
518 {
519 /* OK - says direction should be different - lets reset the
520 * the values so it will try again.
521 */
522 x = lastx;
523 y = lasty;
524 m = lastmap;
525 dir = firstdir = rv.direction;
526 }
527 else
528 {
529 /* direct path is blocked - try taking a side step to
530 * either the left or right.
531 * Note increase the values in the loop below to be
532 * more than -1/1 respectively will mean the monster takes
533 * bigger detour. Have to be careful about these values getting
534 * too big (3 or maybe 4 or higher) as the monster may just try
535 * stepping back and forth
536 */
537 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
538 {
539 if (i == 0)
540 continue; /* already did this, so skip it */
541 /* Use lastdir here - otherwise,
542 * since the direction that the creature should move in
543 * may change, you could get infinite loops.
544 * ie, player is northwest, but monster can only
545 * move west, so it does that. It goes some distance,
546 * gets blocked, finds that it should move north,
547 * can't do that, but now finds it can move east, and
548 * gets back to its original point. lastdir contains
549 * the last direction the creature has successfully
550 * moved.
551 */
552
553 x = lastx + freearr_x[absdir (lastdir + i)];
554 y = lasty + freearr_y[absdir (lastdir + i)];
555 m = lastmap;
556 mflags = get_map_flags (m, &m, x, y, &x, &y);
557 if (mflags & P_OUT_OF_MAP)
558 continue;
559 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
560 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
561 continue;
562 if (mflags & P_BLOCKSVIEW)
563 continue;
564
565 if (m == mon->map && blocked_link (mon, m, x, y))
566 break;
567 }
568 /* go through entire loop without finding a valid
569 * sidestep to take - thus, no valid path.
570 */
571 if (i == (DETOUR_AMOUNT + 1))
572 return 0;
573 diff--;
574 lastdir = dir;
575 max--;
576 if (!firstdir)
577 firstdir = dir + i;
578 } /* else check alternate directions */
579 } /* if blocked */
580 else
581 {
582 /* we moved towards creature, so diff is less */
583 diff--;
584 max--;
585 lastdir = dir;
586 if (!firstdir)
587 firstdir = dir;
588 }
589 if (diff <= 1)
590 {
591 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance.
593 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
596 }
597 if (diff > max)
598 return 0;
599 }
600 /* If we reached the max, didn't find a direction in time */
601 if (!max)
602 return 0;
603
604 return firstdir;
605}
606
607void
608give_initial_items (object *pl, treasurelist * items)
609{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614
615 for (op = pl->inv; op; op = next)
616 {
617 next = op->below;
618
619 /* Forces get applied per default, unless they have the
620 * flag "neutral" set. Sorry but I can't think of a better way
621 */
622 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
623 SET_FLAG (op, FLAG_APPLIED);
624
625 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions
627 */
628 if (pl->type == PLAYER)
629 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
631 (op->type == ARMOUR || op->type == BOOTS ||
632 op->type == CLOAK || op->type == HELMET ||
633 op->type == SHIELD || op->type == GLOVES ||
634 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635 {
636 op->destroy ();
637 continue;
638 }
639 }
640
641 /* This really needs to be better - we should really give
642 * a substitute spellbook. The problem is that we don't really
643 * have a good idea what to replace it with (need something like
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */
647 if (op->type == SPELLBOOK || op->type == SKILL)
648 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 {
657 op->destroy ();
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
659 continue;
660 }
661
662 if (op->nrof > 1)
663 op->nrof = 1;
664 }
665
666 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670
671 /* Give starting characters identified, uncursed, and undamned
672 * items. Just don't identify gold or silver, or it won't be
673 * merged properly.
674 */
675 if (need_identify (op))
676 {
677 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED);
680 }
681 if (op->type == SPELL)
682 {
683 op->destroy ();
684 continue;
685 }
686 else if (op->type == SKILL)
687 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0;
690 op->level = 1;
691 }
692 /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */
696
697 /* Need to set up the skill pointers */
698 link_player_skills (pl);
699}
700
701void
702get_name (object *op)
703{
728 op->contr->write_buf[0]='\0'; 704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 783}
732 784
785void
733void get_party_password(object *op, partylist *party) { 786get_party_password (object *op, partylist *party)
787{
734 if (party == NULL) { 788 if (party == NULL)
789 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 791 return;
737 } 792 }
738 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 794 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 795 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 797}
743 798
744 799
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int
746int roll_stat(void) { 802roll_stat (void)
803{
747 int a[4],i,j,k; 804 int a[4], i, j, k;
748 805
749 for(i=0;i<4;i++) 806 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 807 a[i] = (int) RANDOM () % 6 + 1;
751 808
752 for(i=0,j=0,k=7;i<4;i++) 809 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 810 if (a[i] < k)
754 k=a[i],j=i; 811 k = a[i], j = i;
755 812
756 for(i=0,k=0;i<4;i++) { 813 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j)
758 k+=a[i];
759 } 814 {
815 if (i != j)
816 k += a[i];
817 }
760 return k; 818 return k;
761} 819}
762 820
821void
763void roll_stats(object *op) { 822roll_stats (object *op)
823{
764 int sum=0; 824 int sum = 0;
765 int i = 0, j = 0; 825 int i = 0, j = 0;
766 int statsort[7]; 826 int statsort[7];
767 827
828 do
768 do { 829 {
769 op->stats.Str=roll_stat(); 830 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 831 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 832 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 833 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 834 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 835 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 836 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 837 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+ 838 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 839 while (sum < 82 || sum > 116);
780 840
781 /* Sort the stats so that rerolling is easier... */ 841 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 842 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 843 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 844 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 845 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 846 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 847 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 848 statsort[6] = op->stats.Cha;
789 849
790 /* a quick and dirty bubblesort? */ 850 /* a quick and dirty bubblesort? */
851 do
791 do { 852 {
792 if (statsort[i] < statsort[i + 1]) { 853 if (statsort[i] < statsort[i + 1])
854 {
793 j = statsort[i]; 855 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 856 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 857 statsort[i + 1] = j;
796 i = 0; 858 i = 0;
797 } else { 859 }
798 i++; 860 else
799 } 861 {
862 i++;
863 }
864 }
800 } while (i < 6); 865 while (i < 6);
801 866
802 op->stats.Str = statsort[0]; 867 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 868 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 869 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 870 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 871 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 872 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 873 op->stats.Cha = statsort[6];
809 874
810 875
811 op->contr->orig_stats.Str=op->stats.Str; 876 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 877 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 878 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 879 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 880 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 881 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 882 op->contr->orig_stats.Cha = op->stats.Cha;
818 883
819 op->level=1; 884 op->level = 1;
820 op->stats.exp=0; 885 op->stats.exp = 0;
821 op->stats.ac=0; 886 op->stats.ac = 0;
822 887
823 op->contr->levhp[1] = 9; 888 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 889 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 890 op->contr->levgrace[1] = 3;
826 891
827 fix_player(op); 892 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 893 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 894 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 895 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 896 op->contr->orig_stats = op->stats;
832} 897}
833 898
899void
834void Roll_Again(object *op) 900Roll_Again (object *op)
835{ 901{
836 esrv_new_player(op->contr, 0); 902 esrv_new_player (op->contr, 0);
903 send_query (op->contr->ns, 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)? "); 904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 905}
839 906
907void
840void Swap_Stat(object *op,int Swap_Second) 908Swap_Stat (object *op, int Swap_Second)
841{ 909{
842 signed char tmp; 910 signed char tmp;
843 char buf[MAX_BUF]; 911 char buf[MAX_BUF];
844 912
845 if ( op->contr->Swap_First == -1 ) { 913 if (op->contr->Swap_First == -1)
914 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 915 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,"); 916 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"); 917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 918 return;
850 } 919 }
851 920
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 922
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 923 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));
856 924
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 926
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 928 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 929 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 930 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 931 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 932 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 933 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 934 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 935 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 936 op->stats.ac = 0;
869 937
870 op->level=1; 938 op->level = 1;
871 op->stats.exp=0; 939 op->stats.exp = 0;
872 op->stats.ac=0; 940 op->stats.ac = 0;
873 941
874 op->contr->levhp[1] = 9; 942 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 943 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 944 op->contr->levgrace[1] = 3;
877 945
878 fix_player(op); 946 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 949 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 950 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 951 op->contr->Swap_First = -1;
884} 952}
885 953
886 954
887/* This code has been greatly reduced, because with set_attr_value 955/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 956 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 957 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 958 * 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 959 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 960 * the number's access that stat. The table does that translation.
893 */ 961 */
962int
894int key_roll_stat(object *op, char key) 963key_roll_stat (object *op, char key)
895{ 964{
896 int keynum = key -'0'; 965 int keynum = key - '0';
897 char buf[MAX_BUF]; 966 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 968
900 if (keynum>0 && keynum<=7) { 969 if (keynum > 0 && keynum <= 7)
970 {
901 if (op->contr->Swap_First==-1) { 971 if (op->contr->Swap_First == -1)
972 {
902 op->contr->Swap_First=stat_trans[keynum]; 973 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 975 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 976 }
906 else 977 else
907 Swap_Stat(op,stat_trans[keynum]); 978 Swap_Stat (op, stat_trans[keynum]);
908 979
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
910 return 1; 981 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 } 982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
920 994
921#if 0 995#if 0
922 /* So that enter_exit will put us at startx/starty */ 996 /* So that enter_exit will put us at startx/starty */
923 op->x= -1; 997 op->x = -1;
924 998
925 enter_exit(op,NULL); 999 enter_exit (op, NULL);
926#endif 1000#endif
927 SET_ANIMATION(op, 2); /* So player faces south */ 1001 SET_ANIMATION (op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */ 1002 /* Enter exit adds a player otherwise */
929 add_statbonus(op); 1003 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"); 1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS; 1006 op->contr->ns->state = ST_CHANGE_CLASS;
932 if (op->msg) 1007 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg); 1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
934 return 0; 1009 return 0;
935 } 1010 }
936 case 'y': 1011 case 'y':
937 case 'Y': 1012 case 'Y':
938 roll_stats(op); 1013 roll_stats (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
940 return 1; 1015 return 1;
941 1016
942 case 'q': 1017 case 'q':
943 case 'Q': 1018 case 'Q':
944 play_again(op); 1019 play_again (op);
945 return 1; 1020 return 1;
946 1021
947 default: 1022 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1024 return 0;
950 } 1025 }
951 return 0; 1026 return 0;
952} 1027}
953 1028
954/* This function takes the key that is passed, and does the 1029/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1030 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1031 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1032 * separate race and class; this actually changes the RACE,
958 * not the class. 1033 * not the class.
959 */ 1034 */
960 1035
1036int
961int key_change_class(object *op, char key) 1037key_change_class (object *op, char key)
962{ 1038{
963 int tmp_loop; 1039 int tmp_loop;
964 1040
965 if(key=='q'||key=='Q') { 1041 if (key == 'q' || key == 'Q')
1042 {
966 remove_ob(op); 1043 op->remove ();
967 play_again(op); 1044 play_again (op);
968 return 0; 1045 return 0;
969 } 1046 }
970 if(key=='d'||key=='D') { 1047 if (key == 'd' || key == 'D')
1048 {
971 char buf[MAX_BUF]; 1049 char buf[MAX_BUF];
972 1050
973 /* this must before then initial items are given */ 1051 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1052 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1053
1054 treasurelist *tl = find_treasurelist ("starting_wealth");
1055 if (tl)
1056 create_treasure (tl, op, 0, 0, 0);
1057
977 INVOKE_PLAYER (BIRTH, op->contr); 1058 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1059 INVOKE_PLAYER (LOGIN, op->contr);
979 1060
980 op->contr->state=ST_PLAYING; 1061 op->contr->ns->state = ST_PLAYING;
981 1062
982 if (op->msg) { 1063 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1064 op->msg = NULL;
985 }
986 1065
987 /* We create this now because some of the unique maps will need it 1066 /* We create this now because some of the unique maps will need it
988 * to save here. 1067 * to save here.
989 */ 1068 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1070 make_path_to_file (buf);
992 1071
993#ifdef AUTOSAVE 1072#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1073 op->contr->last_save_tick = pticks;
995#endif 1074#endif
996 start_info(op); 1075 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1076 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1077 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1078 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1079 esrv_send_inventory (op, op);
1001 fix_player(op); 1080 fix_player (op);
1002 1081
1003 /* This moves the player to a different start map, if there 1082 /* This moves the player to a different start map, if there
1004 * is one for this race 1083 * is one for this race
1005 */ 1084 */
1006 if(*first_map_ext_path) { 1085 if (*first_map_ext_path)
1086 {
1007 object *tmp; 1087 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1088 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1089
1011 first_map_ext_path, op->arch->name); 1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1091 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1092 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1093 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1094 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1095 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1096 * if the map isn't there, then stay on the
1018 * default initial map */ 1097 * default initial map */
1019 free_object(tmp); 1098 tmp->destroy ();
1099 }
1020 } else { 1100 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1101 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 1102
1103 return 0;
1104 }
1105
1026 /* Following actually changes the race - this is the default command 1106 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1107 * if we don't match with one of the options above.
1028 */ 1108 */
1029 1109
1030 tmp_loop = 0; 1110 tmp_loop = 0;
1031 while(!tmp_loop) { 1111 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1112 {
1113 shstr name = op->name;
1033 int x = op->x, y = op->y; 1114 int x = op->x, y = op->y;
1115
1034 remove_statbonus(op); 1116 remove_statbonus (op);
1035 remove_ob (op); 1117 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1118 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1119 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1120 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1121 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1122 op->name = op->name_pl = name;
1041 op->name = name; 1123 op->x = x;
1042 free_string(op->name_pl); 1124 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 */ 1125 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1126 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1127 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1128 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1129 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1130 }
1131
1055 update_object(op,UP_OBJ_FACE); 1132 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1133 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1134 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1135 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1136 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1137 op->stats.grace = 0;
1138
1061 if (op->msg) 1139 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1143 return 0;
1065} 1144}
1066 1145
1146int
1067int key_confirm_quit(object *op, char key) 1147key_confirm_quit (object *op, char key)
1068{ 1148{
1069 char buf[MAX_BUF]; 1149 char buf[MAX_BUF];
1070 1150
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1072 op->contr->state=ST_PLAYING; 1153 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1155 return 1;
1075 } 1156 }
1076 1157
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1158 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1159 INVOKE_PLAYER (QUIT, op->contr);
1079 1160
1080 terminate_all_pets(op); 1161 terminate_all_pets (op);
1081 leave_map(op); 1162 leave_map (op);
1082 op->direction=0; 1163 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1165
1086 strcpy(op->contr->killer,"quit"); 1166 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1167 check_score (op);
1088 op->contr->party=NULL; 1168 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1169 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1170 op->contr->own_title[0] = '\0';
1091 1171
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1093 mapstruct *mp, *next; 1173 {
1174 maptile *mp, *next;
1094 1175
1095 /* We need to hunt for any per player unique maps in memory and 1176 /* 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, 1177 * 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 1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1179 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1101 next = mp->next; 1183 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1184 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1185 delete_map (mp);
1104 } 1186 }
1105 1187
1106 delete_character(op->name, 1); 1188 delete_character (op->name, 1);
1107 } 1189 }
1190
1108 play_again(op); 1191 play_again (op);
1109 return 1; 1192 return 1;
1110} 1193}
1111 1194
1195void
1112void flee_player(object *op) { 1196flee_player (object *op)
1197{
1113 int dir,diff; 1198 int dir, diff;
1114 rv_vector rv; 1199 rv_vector rv;
1115 1200
1116 if(op->stats.hp < 0) { 1201 if (op->stats.hp < 0)
1202 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1203 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1204 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1205 return;
1120 } 1206 }
1121 1207
1122 if(op->enemy==NULL) { 1208 if (op->enemy == NULL)
1209 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1210 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1211 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1212 return;
1126 } 1213 }
1127 1214
1128 /* Seen some crashes here. Since we don't store an 1215 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1216 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1217 * actual enemy, and the object is recycled.
1131 */ 1218 */
1132 if (op->enemy->map == NULL) { 1219 if (op->enemy->map == NULL)
1220 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1221 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1222 op->enemy = NULL;
1135 return; 1223 return;
1136 } 1224 }
1137 1225
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1226 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 {
1139 op->enemy=NULL; 1228 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1229 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1230 return;
1142 } 1231 }
1232
1143 get_rangevector(op, op->enemy, &rv, 0); 1233 get_rangevector (op, op->enemy, &rv, 0);
1144 1234
1145 dir=absdir(4+rv.direction); 1235 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1236 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 } 1237 {
1238 int m = 1 - (RANDOM () & 2);
1239
1240 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1241 return;
1242 }
1243
1153 /* Cornered, get rid of scared */ 1244 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1245 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1246 op->enemy = NULL;
1156} 1247}
1157 1248
1158 1249
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1250/* 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 1251 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1252 * stop.
1162 */ 1253 */
1254int
1163int check_pick(object *op) { 1255check_pick (object *op)
1256{
1164 object *tmp, *next; 1257 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1258 int stop = 0;
1167 int j, k, wvratio; 1259 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1260 char putstring[128], tmpstr[16];
1169 1261
1170
1171 /* if you're flying, you cna't pick up anything */ 1262 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1263 if (op->move_type & MOVE_FLYING)
1173 return 1; 1264 return 1;
1174 1265
1175 op_tag = op->count;
1176
1177 next = op->below; 1266 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1267
1181 /* loop while there are items on the floor that are not marked as 1268 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1269 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1270 while (next && !next->destroyed ())
1184 { 1271 {
1185 tmp = next; 1272 tmp = next;
1186 next = tmp->below; 1273 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1274
1190 if (was_destroyed (op, op_tag)) 1275 if (op->destroyed ())
1191 return 0; 1276 return 0;
1192 1277
1193 if ( ! can_pick (op, tmp)) 1278 if (!can_pick (op, tmp))
1194 continue; 1279 continue;
1195 1280
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1282 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1283 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1284 pick_up (op, tmp);
1200 continue; 1285 continue;
1201 } 1286 }
1202 1287
1203 /* high not bit set? We're using the old autopickup model */ 1288 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1289 if (!(op->contr->mode & PU_NEWMODE))
1290 {
1205 switch (op->contr->mode) { 1291 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1292 {
1207 case 1: pick_up (op, tmp); 1293 case 0:
1208 return 1; 1294 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1295 case 1:
1210 return 0; 1296 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1297 return 1;
1212 case 4: pick_up (op, tmp); 1298 case 2:
1213 break; 1299 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1300 return 0;
1215 stop = 1; 1301 case 3:
1216 break; 1302 return 0; /* stop before pickup */
1217 case 6: 1303 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1304 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1305 break;
1220 pick_up(op, tmp); 1306 case 5:
1221 break; 1307 pick_up (op, tmp);
1308 stop = 1;
1309 break;
1310 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 pick_up (op, tmp);
1313 break;
1222 1314
1223 case 7: 1315 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1316 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1317 pick_up (op, tmp);
1226 break; 1318 break;
1227 1319
1228 default: 1320 default:
1229 /* use value density */ 1321 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1324 pick_up (op, tmp);
1233 >= op->contr->mode) 1325 }
1234 pick_up(op,tmp); 1326 }
1235 } 1327 else
1236 } 1328 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1329 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1330 if (op->contr->mode & PU_DEBUG)
1240 { 1331 {
1241 /* some debugging code to figure out item information */ 1332 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1333 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1335 &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)))); 1336 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1338 &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); 1339 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1340
1252 sprintf(putstring,"...flags: "); 1341 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1342 for (k = 0; k < 4; k++)
1254 { 1343 {
1255 for(j=0;j<32;j++) 1344 for (j = 0; j < 32; j++)
1256 { 1345 {
1257 if((tmp->flags[k]>>j)&0x01) 1346 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1347 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1348 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1349 strcat (putstring, tmpstr);
1261 } 1350 }
1262 } 1351 }
1263 } 1352 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1354
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 /* print the flags too */
1268 for(k=0;k<4;k++) 1357 for (k = 0; k < 4; k++)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1360 for (j = 0; j < 32; j++)
1272 { 1361 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 if (!((j + 1) % 4))
1275 } 1364 fprintf (stderr, " ");
1365 }
1276 fprintf(stderr," [%d]\n", k*32); 1366 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1367 }
1278#endif 1368#endif
1279 } 1369 }
1280 /* philosophy: 1370 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1371 * 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 1372 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1373 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1374 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1375 * example.
1286 * The drawback: right now it has no frontend, so you need to 1376 * 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 1377 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1378 * convert to decimal and then 'pickup <#>
1289 */ 1379 */
1290 1380
1291 /* the first two modes are exclusive: if NOTHING we return, if 1381 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1382 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1383 * meaning if any test passes, the item gets picked up. */
1294 1384
1295 /* if mode is set to pick nothing up, return */ 1385 /* if mode is set to pick nothing up, return */
1296 1386
1297 if(op->contr->mode & PU_NOTHING) return 1; 1387 if (op->contr->mode & PU_NOTHING)
1388 return 1;
1298 1389
1299 /* if mode is set to stop when encountering objects, return */ 1390 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1391 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1392 * anything up */
1302 1393
1303 if(op->contr->mode & PU_STOP) return 0; 1394 if (op->contr->mode & PU_STOP)
1395 return 0;
1304 1396
1305 /* useful for going into stores and not losing your settings... */ 1397 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1398 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1399 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1400 if (op->contr->mode & PU_INHIBIT)
1401 return 1;
1309 1402
1310 /* prevent us from turning into auto-thieves :) */ 1403 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1404 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405 continue;
1312 1406
1313 /* ignore known cursed objects */ 1407 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1408 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1409 continue;
1315 1410
1316 /* all food and drink if desired */ 1411 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1412 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1413 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1414 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1415 {
1416 pick_up (op, tmp);
1417 continue;
1418 }
1419
1321 if(op->contr->mode & PU_DRINK) 1420 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1421 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; } 1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1324 1426
1325 if(op->contr->mode & PU_POTION) 1427 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1428 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1328 1433
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1434 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1435 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1436 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1437 {
1438 pick_up (op, tmp);
1439 continue;
1440 }
1441
1333 if(op->contr->mode & PU_SKILLSCROLL) 1442 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1443 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1336 if(op->contr->mode & PU_READABLES) 1449 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1450 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1339 1455
1340 /* wands/staves/rods/horns */ 1456 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1457 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1459 {
1460 pick_up (op, tmp);
1461 continue;
1462 }
1344 1463
1345 /* pick up all magical items */ 1464 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1465 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1466 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; } 1467 {
1468 pick_up (op, tmp);
1469 continue;
1470 }
1349 1471
1350 if(op->contr->mode & PU_VALUABLES) 1472 if (op->contr->mode & PU_VALUABLES)
1351 { 1473 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1474 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1475 {
1354 } 1476 pick_up (op, tmp);
1477 continue;
1478 }
1479 }
1355 1480
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1481 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1482 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1483 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1484 {
1485 pick_up (op, tmp);
1486 continue;
1487 }
1360 1488
1489 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1361 /* bows and arrows. Bows are good for selling! */ 1497 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1498 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1499 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1365 if(op->contr->mode & PU_ARROW) 1505 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1506 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1368 1511
1369 /* all kinds of armor etc. */ 1512 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1513 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1514 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1515 {
1516 pick_up (op, tmp);
1517 continue;
1518 }
1519
1373 if(op->contr->mode & PU_HELMET) 1520 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1521 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1522 {
1523 pick_up (op, tmp);
1524 continue;
1525 }
1526
1376 if(op->contr->mode & PU_SHIELD) 1527 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1528 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1379 if(op->contr->mode & PU_BOOTS) 1534 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1535 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1382 if(op->contr->mode & PU_GLOVES) 1541 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1542 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1385 if(op->contr->mode & PU_CLOAK) 1548 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1549 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1388 1554
1389 /* hoping to catch throwing daggers here */ 1555 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1556 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1393 1562
1394 /* careful: chairs and tables are weapons! */ 1563 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1564 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1565 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1566 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1567 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1570 {
1402 } 1571 pick_up (op, tmp);
1572 continue;
1573 }
1574 }
1575
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1576 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1577 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1579 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1580 pick_up (op, tmp);
1408 } 1581 continue;
1409 } 1582 }
1583 }
1584 }
1410 1585
1411 /* misc stuff that's useful */ 1586 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1587 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1415 1593
1416 /* any of the last 4 bits set means we use the ratio for value 1594 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1595 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1596 if (op->contr->mode & PU_RATIO)
1419 { 1597 {
1420 /* use value density to decide what else to grab */ 1598 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1599 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1600 /* >=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 */ 1601 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1602 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1604 {
1427 pick_up(op, tmp); 1605 pick_up (op, tmp);
1428#if 0 1606#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1607 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1608 if (tmp->name != NULL)
1609 {
1431 fprintf(stderr,"%s", tmp->name); 1610 fprintf (stderr, "%s", tmp->name);
1432 } 1611 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1612 else
1613 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1614 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1616#endif
1437 continue; 1617 continue;
1438 } 1618 }
1619 }
1620 } /* the new pickup model */
1439 } 1621 }
1440 } /* the new pickup model */ 1622
1441 }
1442 return ! stop; 1623 return !stop;
1443} 1624}
1444 1625
1445/* 1626/*
1446 * Find an arrow in the inventory and after that 1627 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1628 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1629 * found object is returned.
1449 */ 1630 */
1631object *
1450object *find_arrow(object *op, const char *type) 1632find_arrow (object *op, const char *type)
1451{ 1633{
1452 object *tmp = NULL; 1634 object *tmp = NULL;
1453 1635
1454 for(op=op->inv; op; op=op->below) 1636 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1637 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); 1638 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1639 else if (op->type == ARROW && op->race == type)
1459 return op; 1640 return op;
1460 return tmp; 1641 return tmp;
1461} 1642}
1462 1643
1463/* 1644/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1645 * 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 1646 * 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 1647 * 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. 1648 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1649 */
1469 1650
1651object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1652find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1653{
1472 object *tmp = NULL, *arrow, *ntmp; 1654 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1655 int attacknum, attacktype, betterby = 0, i;
1474 1656
1475 if (!type) 1657 if (!type)
1476 return NULL; 1658 return NULL;
1477 1659
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1660 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1661 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1662 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1663 {
1664 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1665 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1666 if (i > betterby)
1484 tmp = ntmp; 1667 {
1485 betterby = i; 1668 tmp = ntmp;
1486 } 1669 betterby = i;
1670 }
1671 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1672 else if (arrow->type == ARROW && arrow->race == type)
1673 {
1488 /* allways prefer assasination/slaying */ 1674 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1676 {
1491 if (arrow->attacktype & AT_DEATH) { 1677 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1678 {
1493 return arrow; 1679 *better = 100;
1494 } else { 1680 return arrow;
1495 tmp = arrow; 1681 }
1682 else
1683 {
1684 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1685 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1686 }
1498 } else { 1687 }
1688 else
1689 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 {
1500 attacktype = 1<<attacknum; 1692 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1693 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) { 1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1695 {
1696 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1698 }
1506 } 1699 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1701 {
1702 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1703 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1704 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1706 {
1707 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1708 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1709 }
1710 }
1711 }
1515 } 1712 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1713 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1714 return find_arrow (op, type);
1520 1715
1521 *better = betterby; 1716 *better = betterby;
1522 return tmp; 1717 return tmp;
1523} 1718}
1524 1719
1525/* looks in a given direction, finds the first valid target, and calls 1720/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1721 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1722 * op = the shooter
1528 * type = bow->race 1723 * type = bow->race
1529 * dir = fire direction 1724 * dir = fire direction
1530 */ 1725 */
1531 1726
1727object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1728pick_arrow_target (object *op, const char *type, int dir)
1533{ 1729{
1534 object *tmp = NULL; 1730 object *tmp = NULL;
1535 mapstruct *m; 1731 maptile *m;
1536 int i, mflags, found, number; 1732 int i, mflags, found, number;
1537 sint16 x, y; 1733 sint16 x, y;
1538 1734
1539 if (op->map == NULL) 1735 if (op->map == NULL)
1540 return find_arrow(op, type); 1736 return find_arrow (op, type);
1541 1737
1542 /* do a dex check */ 1738 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1739 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))) 1740 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1741 return find_arrow (op, type);
1546 1742
1547 m = op->map; 1743 m = op->map;
1548 x = op->x; 1744 x = op->x;
1549 y = op->y; 1745 y = op->y;
1550 1746
1551 /* find the first target */ 1747 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1748 for (i = 0, found = 0; i < 20; i++)
1749 {
1553 x += freearr_x[dir]; 1750 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1751 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1752 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 {
1557 tmp = NULL; 1755 tmp = NULL;
1558 break; 1756 break;
1757 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1758 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1759 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1761 * perhaps a bad assumption.
1562 */ 1762 */
1563 tmp = NULL; 1763 tmp = NULL;
1564 break; 1764 break;
1565 } 1765 }
1566 if (mflags & P_IS_ALIVE) { 1766 if (mflags & P_IS_ALIVE)
1767 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1768 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1769 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1770 {
1570 break; 1771 found++;
1571 } 1772 break;
1773 }
1572 if (found) 1774 if (found)
1573 break; 1775 break;
1574 } 1776 }
1575 } 1777 }
1576 if (tmp == NULL) 1778 if (tmp == NULL)
1577 return find_arrow(op, type); 1779 return find_arrow (op, type);
1578 1780
1579 if (tmp->head) 1781 if (tmp->head)
1580 tmp = tmp->head; 1782 tmp = tmp->head;
1581 1783
1582 return find_better_arrow(op, tmp, type, &i); 1784 return find_better_arrow (op, tmp, type, &i);
1583} 1785}
1584 1786
1585/* 1787/*
1586 * Creature fires a bow - op can be monster or player. Returns 1788 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1789 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1792 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1793 * 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 1794 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1795 * player fire modes.
1594 */ 1796 */
1797int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1799{
1598 object *left, *bow; 1800 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1801 int bowspeed, mflags;
1601 mapstruct *m; 1802 maptile *m;
1602 1803
1603 if (!dir) { 1804 if (!dir)
1805 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1807 return 0;
1606 } 1808 }
1809
1607 if (op->type == PLAYER) 1810 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1811 bow = op->contr->ranges[range_bow];
1609 else { 1812 else
1813 {
1610 for(bow=op->inv; bow; bow=bow->below) 1814 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1815 /* 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. 1816 * don't need to switch back and forth between bows and weapons.
1613 */ 1817 */
1614 if(bow->type==BOW) 1818 if (bow->type == BOW)
1615 break; 1819 break;
1616 1820
1617 if (!bow) { 1821 if (!bow)
1822 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1824 return 0;
1620 } 1825 }
1621 } 1826 }
1827
1622 if( !bow->race || !bow->skill) { 1828 if (!bow->race || !bow->skill)
1829 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1831 return 0;
1625 } 1832 }
1626 1833
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1835
1629 /* penalize ROF for bestarrow */ 1836 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1632 if (bowspeed < 1) 1840 if (bowspeed < 1)
1633 bowspeed = 1; 1841 bowspeed = 1;
1634 1842
1635 if (arrow == NULL) { 1843 if (arrow == NULL)
1844 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1845 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 {
1637 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1848 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 */ 1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1850 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1851 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1852 return 0;
1644 } 1853 }
1645 } 1854 }
1855
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1857 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1858 return 0;
1649 } 1859
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1860 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1861 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1862 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1863 return 0;
1653 } 1864 }
1654 1865
1655 /* this should not happen, but sometimes does */ 1866 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1867 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1868 {
1869 arrow->destroy ();
1870 return 0;
1871 }
1661 1872
1662 left = arrow; /* these are arrows left to the player */ 1873 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1874 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1875 if (!arrow)
1876 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1877 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1878 return 0;
1668 return 0;
1669 } 1879 }
1670 set_owner(arrow, op); 1880
1671 if (arrow->skill) free_string(arrow->skill); 1881 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1882 arrow->skill = bow->skill;
1673 1883
1674 arrow->direction=dir; 1884 arrow->direction = dir;
1675 arrow->x = sx; 1885 arrow->x = sx;
1676 arrow->y = sy; 1886 arrow->y = sy;
1677 1887
1678 if (op->type == PLAYER) { 1888 if (op->type == PLAYER)
1889 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1891 fix_player (op);
1681 } 1892 }
1682 1893
1683 SET_ANIMATION(arrow, arrow->direction); 1894 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1896 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1897 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1898 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1899 arrow->spellarg = strdup (arrow->slaying);
1689 1900
1690 /* Note that this was different for monsters - they got their level 1901 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1902 * added to the damage. I think the strength bonus is more proper.
1692 */ 1903 */
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 1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1698 /* update the speed */ 1907 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1909 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 1910
1704 if (arrow->speed < 1.0) 1911 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1912 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1913 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1914 arrow->speed_left = 0;
1708 1915
1709 if (op->type == PLAYER) { 1916 if (op->type == PLAYER)
1917 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1920 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 1921
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1923 }
1924 else
1925 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1926 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; 1927 arrow->level = op->level;
1721 } 1928 }
1929
1722 if (arrow->attacktype == AT_PHYSICAL) 1930 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1931 arrow->attacktype |= bow->attacktype;
1932
1724 if (bow->slaying != NULL) 1933 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1934 arrow->slaying = bow->slaying;
1726 1935
1727 arrow->map = m; 1936 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1937 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1939
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1940 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); 1941 insert_ob_in_map (arrow, m, op, 0);
1734 1942
1735 if (!was_destroyed(arrow, tag)) 1943 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1944 move_arrow (arrow);
1737 1945
1738 if (op->type == PLAYER) { 1946 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1947 {
1948 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1949 esrv_del_item (op->contr, left->count);
1741 else 1950 else
1742 esrv_send_item(op, left); 1951 esrv_send_item (op, left);
1743 } 1952 }
1953
1744 return 1; 1954 return 1;
1745} 1955}
1746 1956
1747/* Special fire code for players - this takes into 1957/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1958 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1959 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1960 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1961 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1962 * hence the function name.
1753 */ 1963 */
1964int
1754int player_fire_bow(object *op, int dir) 1965player_fire_bow (object *op, int dir)
1755{ 1966{
1756 int ret=0, wcmod=0; 1967 int ret = 0, wcmod = 0;
1757 1968
1758 if (op->contr->bowtype == bow_bestarrow) { 1969 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1970 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1971 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); 1972 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1976 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1978 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1979 else if (op->contr->bowtype == bow_threewide)
1980 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1981 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)]); 1982 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)]); 1983 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1984 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1985 else if (op->contr->bowtype == bow_spreadshot)
1986 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1987 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); 1988 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); 1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1990
1776 } else { 1991 }
1992 else
1993 {
1777 /* Simple case */ 1994 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1996 }
1780 return ret; 1997 return ret;
1781} 1998}
1782 1999
1783 2000
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2001/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2002 * Broken apart from 'fire' to keep it more readable.
1786 */ 2003 */
2004void
1787void fire_misc_object(object *op, int dir) 2005fire_misc_object (object *op, int dir)
1788{ 2006{
1789 object *item; 2007 object *item;
1790 2008
1791 if (!op->contr->ranges[range_misc]) { 2009 if (!op->contr->ranges[range_misc])
2010 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2012 return;
1794 } 2013 }
1795 2014
1796 item = op->contr->ranges[range_misc]; 2015 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2016 if (!item->inv)
2017 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2018 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2019 return;
1800 } 2020 }
1801 if (item->type == WAND) { 2021 if (item->type == WAND)
2022 {
1802 if(item->stats.food<=0) { 2023 if (item->stats.food <= 0)
2024 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2025 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)); 2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2027 return;
1806 } 2028 }
2029 }
1807 } else if (item->type == ROD || item->type==HORN) { 2030 else if (item->type == ROD || item->type == HORN)
2031 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2035 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 2036 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)); 2037 else
1813 else 2038 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; 2039 return;
1817 } 2040 }
1818 } 2041 }
1819 2042
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2043 if (cast_spell (op, item, dir, item->inv, NULL))
2044 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2045 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2046 if (item->type == WAND)
2047 {
1823 if (!(--item->stats.food)) { 2048 if (!(--item->stats.food))
1824 object *tmp; 2049 {
1825 if (item->arch) { 2050 object *tmp;
2051
2052 if (item->arch)
2053 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2054 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2055 item->face = item->arch->clone.face;
1828 item->speed = 0; 2056 item->speed = 0;
1829 update_ob_speed(item); 2057 update_ob_speed (item);
1830 } 2058 }
1831 if ((tmp=is_player_inv(item))) 2059 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2060 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2061 }
1834 } 2062 }
1835 else if (item->type == ROD || item->type==HORN) { 2063 else if (item->type == ROD || item->type == HORN)
2064 {
1836 drain_rod_charge(item); 2065 drain_rod_charge (item);
1837 } 2066 }
1838 } 2067 }
1839} 2068}
1840 2069
1841/* Received a fire command for the player - go and do it. 2070/* Received a fire command for the player - go and do it.
1842 */ 2071 */
2072void
1843void fire(object *op,int dir) { 2073fire (object *op, int dir)
2074{
1844 int spellcost=0; 2075 int spellcost = 0;
1845 2076
1846 /* check for loss of invisiblity/hide */ 2077 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2078 if (action_makes_visible (op))
2079 make_visible (op);
1848 2080
1849 switch(op->contr->shoottype) { 2081 switch (op->contr->shoottype)
2082 {
1850 case range_none: 2083 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; 2084 return;
1887 default: 2085
2086 case range_bow:
2087 player_fire_bow (op, dir);
2088 return;
2089
2090 case range_magic: /* Casting spells */
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2092 return;
2093
2094 case range_misc:
2095 fire_misc_object (op, dir);
2096 return;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2122 return;
1890 } 2123 }
1891} 2124}
1892 2125
1893 2126
1894 2127
1901 * inv is the objects inventory to searched 2134 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2135 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2136 * This function can be called recursively to search containers.
1904 */ 2137 */
1905 2138
2139object *
1906object * find_key(object *pl, object *container, object *door) 2140find_key (object *pl, object *container, object *door)
1907{ 2141{
1908 object *tmp,*key; 2142 object *tmp, *key;
1909 2143
1910 /* Should not happen, but sanity checking is never bad */ 2144 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2145 if (container->inv == NULL)
2146 return NULL;
1912 2147
1913 /* First, lets try to find a key in the top level inventory */ 2148 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2150 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2151 if (door->type == DOOR && tmp->type == KEY)
2152 break;
1916 /* For sanity, we should really check door type, but other stuff 2153 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2154 * (like containers) can be locked with special keys
1918 */ 2155 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2157 break;
1921 } 2158 }
1922 /* No key found - lets search inventories now */ 2159 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2160 /* 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 2161 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2162 * a key, return
1926 */ 2163 */
1927 if (!tmp) { 2164 if (!tmp)
2165 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2167 {
1929 /* No reason to search empty containers */ 2168 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2169 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL)
2172 return key;
2173 }
2174 }
2175 if (!tmp)
2176 return NULL;
1932 } 2177 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 2178 /* 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 2179 * see if we actually want to use it
1938 */ 2180 */
1939 if (pl!=container) { 2181 if (pl != container)
2182 {
1940 /* Only let players use keys in containers */ 2183 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2184 if (!pl->contr)
2185 return NULL;
1942 /* cases where this fails: 2186 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2187 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2188 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2189 * If the container is not active, return now since only active
1946 * containers can be used. 2190 * containers can be used.
1947 * If we only search keyrings and the container does not have 2191 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2192 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2193 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2194 * inv must have been an container and must have been active.
1951 * 2195 *
1952 * Change the color so that the message doesn't disappear with 2196 * Change the color so that the message doesn't disappear with
1953 * all the others. 2197 * all the others.
1954 */ 2198 */
1955 if (pl->contr->usekeys == key_inventory || 2199 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2200 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2202 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2204 "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; 2205 return NULL;
1964 } 2206 }
1965 } 2207 }
1966 return tmp; 2208 return tmp;
1967} 2209}
1968 2210
1969/* moved door processing out of move_player_attack. 2211/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2212 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2213 * such that the caller should not do anything more,
1972 * 0 otherwise 2214 * 0 otherwise
1973 */ 2215 */
2216static int
1974static int player_attack_door(object *op, object *door) 2217player_attack_door (object *op, object *door)
1975{ 2218{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2219 /* 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 - 2220 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2221 * otherwise, we fall through to the rest of the code.
1980 */ 2222 */
1981 object *key=find_key(op, op, door); 2223 object *key = find_key (op, op, door);
1982 2224
1983 /* IF we found a key, do some extra work */ 2225 /* IF we found a key, do some extra work */
1984 if (key) { 2226 if (key)
2227 {
1985 object *container=key->env; 2228 object *container = key->env;
1986 2229
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2231 if (action_makes_visible (op))
2232 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2235 if (door->type == DOOR)
2236 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2238 }
1993 else if(door->type==LOCKED_DOOR) { 2239 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2240 {
1995 "You open the door with the %s", query_short_name(key)); 2241 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 ;-) */ 2242 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2243 }
1998 /* Do this after we print the message */ 2244 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2245 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2246 /* Need to update the weight the container the key was in */
2001 if (container != op) 2247 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2248 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2249 return 1; /* Nothing more to do below */
2250 }
2004 } else if (door->type==LOCKED_DOOR) { 2251 else if (door->type == LOCKED_DOOR)
2252 {
2005 /* Might as well return now - no other way to open this */ 2253 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2255 return 1;
2008 } 2256 }
2009 return 0; 2257 return 0;
2010} 2258}
2011 2259
2012/* This function is just part of a breakup from move_player. 2260/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2261 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2262 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2263 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2264 * going to try and move (not fire weapons).
2017 */ 2265 */
2018 2266void
2019void move_player_attack(object *op, int dir) 2267move_player_attack (object *op, int dir)
2020{ 2268{
2021 object *tmp, *mon; 2269 object *tmp, *mon;
2022 sint16 nx, ny; 2270 sint16 nx, ny;
2023 int on_battleground; 2271 int on_battleground;
2024 mapstruct *m; 2272 maptile *m;
2025 2273
2026 nx=freearr_x[dir]+op->x; 2274 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2275 ny = freearr_y[dir] + op->y;
2028 2276
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2277 on_battleground = op_on_battleground (op, 0, 0);
2030 2278
2031 /* If braced, or can't move to the square, and it is not out of the 2279 /* 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 2280 * 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 2281 * 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 2282 * 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 2283 * 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 2284 * 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 2285 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2286 * move_ob uses.
2039 */ 2287 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2292 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2293 if (!m)
2044 } 2294 return; /* Don't think this should happen */
2045 else m =op->map; 2295 }
2046 2296 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2297 m = op->map;
2298
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2302 return;
2050 } 2303 }
2051 2304
2052 mon = NULL; 2305 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2306 /* 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. 2307 * 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 2308 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2309 * on the space
2057 */ 2310 */
2058 while (tmp!=NULL) { 2311 while (tmp)
2312 {
2059 if (tmp == op) { 2313 if (tmp == op)
2060 tmp=tmp->above; 2314 {
2061 continue; 2315 tmp = tmp->above;
2062 } 2316 continue;
2317 }
2318
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2320 {
2065 break; 2321 mon = tmp;
2066 } 2322 break;
2323 }
2324
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2326 mon = tmp;
2327
2069 tmp=tmp->above; 2328 tmp = tmp->above;
2070 } 2329 }
2071 2330
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2331 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2332 return; /* into a wall */
2074 2333
2075 if(mon->head != NULL) 2334 if (mon->head)
2076 mon = mon->head; 2335 mon = mon->head;
2077 2336
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2338 if (player_attack_door (op, mon))
2339 return;
2080 2340
2081 /* The following deals with possibly attacking peaceful 2341 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2342 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2343 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2344 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2345 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2346 * and thus will not push them.
2087 */ 2347 */
2088 2348
2089 /* If the creature is a pet, push it even if the player is not 2349 /* 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 2350 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2351 * player owns it and it is either friendly or unagressive.
2092 */ 2352 */
2093 if ((op->type==PLAYER) 2353 if ((op->type == PLAYER)
2094#if COZY_SERVER 2354#if COZY_SERVER
2095 && 2355 &&
2096 ( 2356 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2358#else
2102 && get_owner(mon)==op 2359 && mon->owner == op
2103#endif 2360#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2362 {
2106 /* If we're braced, we don't want to switch places with it */ 2363 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2364 if (op->contr->braced)
2365 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2367 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2368 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op);
2111 return; 2370 return;
2112 } 2371 }
2113 2372
2114 /* in certain circumstances, you shouldn't attack friendly 2373 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2374 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2375 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2376 * attack them either.
2118 */ 2377 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2378 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2380#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2381 (op->contr->peaceful
2382 || (mon->type == PLAYER
2383 && mon->contr->
2384 peaceful)) &&
2124#else 2385#else
2125 op->contr->peaceful && 2386 op->contr->peaceful &&
2126#endif 2387#endif
2127 !on_battleground 2388 !on_battleground))
2389 {
2390 if (!op->contr->braced)
2128 )) { 2391 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2393 (void) push_ob (mon, dir, op);
2132 } else { 2394 }
2395 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2396 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2397
2398 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op);
2400 }
2401
2138 /* If the object is a boulder or other rollable object, then 2402 /* 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. 2403 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2404 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2406 {
2142 recursive_roll(mon,dir,op); 2407 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2408 if (action_makes_visible (op))
2144 } 2409 make_visible (op);
2410 }
2145 2411
2146 /* Any generic living creature. Including things like doors. 2412 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2413 * 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: 2414 * 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 2415 * 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. 2416 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2417 */
2152 2418
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2421 {
2156 2422
2157 /* If the player hasn't hit something this tick, and does 2423 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2424 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2425 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2426 * incurred a 1 tick offset.
2161 */ 2427 */
2162 if (!op->contr->has_hit) { 2428 if (!op->contr->has_hit)
2429 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2430 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2431
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2433 }
2167 2434
2168 skill_attack(mon, op, 0, NULL, NULL); 2435 skill_attack (mon, op, 0, 0, 0);
2169 2436
2170 /* If attacking another player, that player gets automatic 2437 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2438 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2439 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2440 * the wiz.
2174 */ 2441 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2442 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)) { 2443 {
2177 short luck = mon->stats.luck; 2444 short luck = mon->stats.luck;
2445
2178 mon->contr->has_hit = 1; 2446 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2447 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2448 mon->stats.luck = luck;
2181 } 2449 }
2182 if(action_makes_visible(op)) make_visible(op); 2450
2183 } 2451 if (action_makes_visible (op))
2452 make_visible (op);
2453 }
2184 } /* if player should attack something */ 2454 } /* if player should attack something */
2185} 2455}
2186 2456
2457int
2187int move_player(object *op,int dir) { 2458move_player (object *op, int dir)
2459{
2188 int pick; 2460 int pick;
2189 2461
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2462 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; 2463 return 0;
2464
2465 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9))
2467 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0;
2470 }
2471
2472 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2475
2476 op->facing = dir;
2477
2478 if (op->hide)
2479 do_hidden_move (op);
2480
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ;
2483 else if (op->contr->fire_on)
2484 fire (op, dir);
2485 else
2486 {
2487 move_player_attack (op, dir);
2488 pick = check_pick (op);
2489 }
2490
2491 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing.
2493 */
2494 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2495 op->direction = dir;
2496 else
2497 op->direction = 0;
2498
2499 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities
2501 * for players.
2502 */
2503 animate_object (op, op->facing);
2504 return 0;
2229} 2505}
2230 2506
2231/* This is similar to handle_player, below, but is only used by the 2507/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2508 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2509 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2510 * the new speed values for commands.
2235 * 2511 *
2236 * Returns true if there are more actions we can do. 2512 * Returns true if there are more actions we can do.
2237 */ 2513 */
2514int
2238int handle_newcs_player(object *op) 2515handle_newcs_player (object *op)
2239{ 2516{
2240 if (op->contr->hidden) { 2517 if (op->contr->hidden)
2518 {
2241 op->invisible = 1000; 2519 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2520 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2521 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2522 * alternate it here for it to work correctly.
2245 */ 2523 */
2246 if (pticks & 2) op->invisible--; 2524 if (pticks & 2)
2525 op->invisible--;
2247 } 2526 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2249 op->invisible--; 2529 op->invisible--;
2250 if(!op->invisible) { 2530 if (!op->invisible)
2531 {
2251 make_visible(op); 2532 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2534 }
2254 } 2535 }
2255 2536
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2257 flee_player(op); 2539 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2540 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 {
2260 op->speed_left--; 2543 op->speed_left--;
2261 return 0; 2544 return 0;
2262 } 2545 }
2263 } 2546 }
2264 2547
2265 /* I've been seeing crashes where the golem has been destroyed, but 2548 /* 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 2549 * 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 2550 * 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. 2551 * put this in a a workaround to clean up the golem pointer.
2269 */ 2552 */
2270 if (op->contr->ranges[range_golem] && 2553 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; 2554 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2555
2277 /* call this here - we also will call this in do_ericserver, but 2556 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2557 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2558 * called, so we recheck it here.
2280 */ 2559 */
2281 HandleClient(&op->contr->socket, op->contr); 2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2561 for (int rep = 8; --rep && op->contr->ns->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 } 2562 ;
2563
2564 if (op->speed_left < 0)
2296 return 0; 2565 return 0;
2297}
2298 2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582
2583 return 0;
2584}
2585
2586int
2299int save_life(object *op) { 2587save_life (object *op)
2300 object *tmp; 2588{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2589 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; 2590 return 0;
2591
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597
2598 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count);
2600
2601 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603
2604 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp;
2606
2607 if (op->stats.food < 0)
2608 op->stats.food = 999;
2609
2610 fix_player (op);
2611 return 1;
2612 }
2613
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 enter_player_savebed (op); /* bring him home. */
2617 return 0;
2327} 2618}
2328 2619
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2620/* 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 2621 * 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 2622 * function will descend into containers. op is the object to start the search
2332 * from. 2623 * from.
2333 */ 2624 */
2625void
2334void remove_unpaid_objects(object *op, object *env) 2626remove_unpaid_objects (object *op, object *env)
2335{ 2627{
2336 object *next; 2628 object *next;
2337 2629
2338 while (op) { 2630 while (op)
2631 {
2339 next=op->below; /* Make sure we have a good value, in case 2632 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2633 * we remove object 'op'
2341 */ 2634 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2635 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2636 {
2637 op->remove ();
2344 op->x = env->x; 2638 op->x = env->x;
2345 op->y = env->y; 2639 op->y = env->y;
2346 if (env->type == PLAYER) 2640 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2641 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2642 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2643 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2644 else if (op->inv)
2351 op=next; 2645 remove_unpaid_objects (op->inv, env);
2646
2647 op = next;
2352 } 2648 }
2353} 2649}
2354 2650
2355 2651
2356/* 2652/*
2358 * Moved from apply.c to player.c - player.c is what 2654 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2655 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2656 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2657 * but there isn't one in the server directory.
2362 */ 2658 */
2659char *
2363char *gravestone_text (object *op) 2660gravestone_text (object *op)
2364{ 2661{
2365 static char buf2[MAX_BUF]; 2662 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2663 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2664 time_t now = time (NULL);
2368 2665
2369 strcpy (buf2, " R.I.P.\n\n"); 2666 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2667 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2668 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2669 else
2373 sprintf (buf, "%s\n", op->name); 2670 sprintf (buf, "%s\n", &op->name);
2671
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2672 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2673 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2674 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2675 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2676 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2677 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2680 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2681 if (op->type == PLAYER)
2682 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2683 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2684 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2685 strcat (buf2, buf);
2386 } 2686 }
2687
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2688 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2689 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2690 strcat (buf2, buf);
2691
2390 return buf2; 2692 return buf2;
2391} 2693}
2392 2694
2393 2695
2394 2696
2697void
2395void do_some_living(object *op) { 2698do_some_living (object *op)
2699{
2396 int last_food=op->stats.food; 2700 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2701 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2702 int over_hp, over_sp, over_grace;
2399 int i; 2703 int i;
2400 int rate_hp = 1200; 2704 int rate_hp = 1200;
2401 int rate_sp = 2500; 2705 int rate_sp = 2500;
2402 int rate_grace = 2000; 2706 int rate_grace = 2000;
2403 const int max_hp = 1; 2707 const int max_hp = 1;
2404 const int max_sp = 1; 2708 const int max_sp = 1;
2405 const int max_grace = 1; 2709 const int max_grace = 1;
2406 2710
2407 if (op->contr->outputs_sync) { 2711 if (op->contr->outputs_sync)
2712 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2714 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]); 2715 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2716 }
2413 2717
2414 if(op->contr->state==ST_PLAYING) { 2718 if (op->contr->ns->state == ST_PLAYING)
2719 {
2415 2720
2416 /* these next three if clauses make it possible to SLOW DOWN 2721 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2722 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2723 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2725 else
2726 {
2421 gen_hp = op->stats.maxhp; 2727 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2729 }
2424 if(op->contr->gen_sp >= 0 ) 2730 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2732 else
2733 {
2427 gen_sp = op->stats.maxsp; 2734 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2736 }
2430 if(op->contr->gen_grace >= 0) 2737 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2739 else
2740 {
2433 gen_grace = op->stats.maxgrace; 2741 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2743 }
2436 2744
2437 /* Regenerate Spell Points */ 2745 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2748 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) { 2749 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2750 {
2751 op->stats.sp++;
2442 /* dms do not consume food */ 2752 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2754 {
2755 op->stats.food--;
2445 if(op->contr->digestion<0) 2756 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2757 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2758 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; 2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2450 } 2786 }
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 2787
2471 /* Regenerate Grace */ 2788 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2790 if (--op->last_grace < 0)
2791 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2792 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2793 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2794 if (max_grace > 1)
2795 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2797 if (over_grace > 0)
2479 op->stats.sp += over_grace 2798 {
2799 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; 2800 + (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; 2801 op->last_grace = 0;
2482 } else { 2802 }
2803 else
2804 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2806 }
2485 } else { 2807 }
2808 else
2809 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2810 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2811 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2812 /* wearing stuff doesn't detract from grace generation. */
2489 } 2813 }
2490 2814
2491 /* Regenerate Hit Points */ 2815 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2816 if (--op->last_heal < 0)
2817 {
2493 if(op->stats.hp<op->stats.maxhp) { 2818 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2819 {
2820 op->stats.hp++;
2495 /* dms do not consume food */ 2821 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2822 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2823 {
2824 op->stats.food--;
2498 if(op->contr->digestion<0) 2825 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2826 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2827 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; 2828 op->stats.food = last_food;
2829 }
2830 }
2831 if (max_hp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 {
2836 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2837 op->last_heal = 0;
2838 }
2839 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 }
2843 }
2844 else
2845 {
2846 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 }
2503 } 2848 }
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 2849
2519 /* Digestion */ 2850 /* Digestion */
2520 if(--op->last_eat<0) { 2851 if (--op->last_eat < 0)
2852 {
2521#ifdef COZY_SERVER 2853#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2856#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2857 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 2858#endif
2529 2859
2530 if(op->contr->gen_hp > 0) 2860 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2862 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2864 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2866 op->stats.food--;
2867 }
2537 } 2868 }
2538 2869
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2871 {
2540 object *tmp, *flesh=NULL; 2872 object *tmp, *flesh = NULL;
2541 2873
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2875 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2881 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2882 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2883 break;
2549 } 2884 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2885 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2886 flesh = tmp;
2552 } /* end of for loop */ 2887 } /* End if paid for object */
2888 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2889 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2890 * eat flesh instead.
2555 */ 2891 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2895 manual_apply (op, flesh, 0);
2559 } 2896 }
2560 } /* end if player is starving */ 2897 } /* end if player is starving */
2561 2898
2562 while(op->stats.food<0&&op->stats.hp>0) 2899 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2900 op->stats.food++, op->stats.hp--;
2564 2901
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2903 kill_player (op);
2567} 2904}
2568 2905
2569 2906
2570 2907
2571/* If the player should die (lack of hp, food, etc), we call this. 2908/* 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 2909 * 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 2910 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2911 * file.
2575 */ 2912 */
2913void
2576void kill_player(object *op) 2914kill_player (object *op)
2577{ 2915{
2578 char buf[MAX_BUF]; 2916 char buf[MAX_BUF];
2579 int x,y,i; 2917 int x, y;
2918
2919 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2920 maptile *map; /* this is for resurrection */
2921
2581 int z; 2922 /* int z;
2582 int num_stats_lose; 2923 int num_stats_lose;
2583 int lost_a_stat; 2924 int lost_a_stat;
2584 int lose_this_stat; 2925 int lose_this_stat;
2585 int this_stat; 2926 int this_stat; */
2586 int will_kill_again; 2927 int will_kill_again;
2587 archetype *at; 2928 archetype *at;
2588 object *tmp; 2929 object *tmp;
2589 2930
2590 if(save_life(op)) 2931 if (save_life (op))
2591 return; 2932 return;
2592 2933
2593 2934
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2935 /* 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. 2936 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2937 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2938 */
2598 if (op_on_battleground(op, &x, &y)) { 2939 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2940 {
2600 "You have been defeated in combat!"); 2941 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, 2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2943
2603
2604 /* restore player */ 2944 /* restore player */
2605 at = find_archetype("poisoning"); 2945 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2946 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2947 if (tmp)
2608 remove_ob(tmp); 2948 {
2609 free_object(tmp); 2949 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2951 }
2612 2952
2613 at = find_archetype("confusion"); 2953 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2954 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2955 if (tmp)
2616 remove_ob(tmp); 2956 {
2617 free_object(tmp); 2957 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2959 }
2620 2960
2621 cure_disease(op,0); /* remove any disease */ 2961 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2962 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2963 if (op->stats.food <= 0)
2624 2964 op->stats.food = 999;
2965
2625 /* create a bodypart-trophy to make the winner happy */ 2966 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2967 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2968 if (tmp != NULL)
2628 { 2969 {
2629 sprintf(buf,"%s's finger",op->name); 2970 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2971 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2972 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2973 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2975 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2976 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2977 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2979 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2980 }
2981
2642 /* teleport defeated player to new destination*/ 2982 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2983 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2984 op->contr->braced = 0;
2645 return; 2985 return;
2646 } 2986 }
2647 2987
2648 INVOKE_PLAYER (DEATH, op->contr); 2988 INVOKE_PLAYER (DEATH, op->contr);
2649 2989
2650 command_kill_pets (op, 0); 2990 command_kill_pets (op, 0);
2651 2991
2652 if(op->stats.food<0) { 2992 if (op->stats.food < 0)
2993 {
2653 if (op->contr->explore) { 2994 if (op->contr->explore)
2995 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2996 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..."); 2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2998 op->stats.food = 999;
2657 return; 2999 return;
2658 } 3000 }
2659 sprintf(buf,"%s starved to death.",op->name); 3001 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3002 strcpy (op->contr->killer, "starvation");
3003 }
3004 else
2661 } 3005 {
2662 else {
2663 if (op->contr->explore) { 3006 if (op->contr->explore)
3007 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3008 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..."); 3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3010 op->stats.hp = op->stats.maxhp;
2667 return; 3011 return;
2668 } 3012 }
2669 sprintf(buf,"%s died.",op->name); 3013 sprintf (buf, "%s died.", &op->name);
2670 } 3014 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3016
2673 /* save the map location for corpse, gravestone*/ 3017 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
2675 3021
2676 3022
2677 if (settings.not_permadeth == TRUE) { 3023 if (settings.not_permadeth == TRUE)
3024 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3025 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3026 * 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. 3027 * See the config.h file for a little more in depth detail about this.
2681 */ 3028 */
2682 3029
2683 /* Basically two ways to go - remove a stat permanently, or just 3030 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3031 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3032 * of death.
2686 */ 3033 */
2687#ifndef COZY_SERVER 3034#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3035 if (settings.balanced_stat_loss)
3036 {
2689 /* If stat loss is permanent, lose one stat only. */ 3037 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3038 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3039 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3040 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3041 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3042 little bit harder. */
2695 /* GD */ 3043 /* GD */
2696 if (settings.stat_loss_on_death) 3044 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 3045 num_stats_lose = 1;
2698 else 3046 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 3048 }
3049 else
3050 {
2701 num_stats_lose = 1; 3051 num_stats_lose = 1;
2702 } 3052 }
2703 lost_a_stat = 0; 3053 lost_a_stat = 0;
2704 3054
2705 for (z=0; z<num_stats_lose; z++) { 3055 for (z = 0; z < num_stats_lose; z++)
3056 {
2706 i = RANDOM() % NUM_STATS; 3057 i = RANDOM () % NUM_STATS;
2707 3058
2708 if (settings.stat_loss_on_death) { 3059 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 3060 {
2723 dep = present_arch_in_ob(deparch,op); 3061 /* Pick a random stat and take a point off it. Tell the player
2724 if(!dep) { 3062 * what he lost.
2725 dep = arch_to_object(deparch); 3063 */
2726 insert_ob_in_ob(dep, op); 3064 change_attr_value (&(op->stats), i, -1);
2727 } 3065 check_stat_bounds (&(op->stats));
2728 lose_this_stat = 1; 3066 change_attr_value (&(op->contr->orig_stats), i, -1);
2729 if (settings.balanced_stat_loss) { 3067 check_stat_bounds (&(op->contr->orig_stats));
2730 /* GD */ 3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2731 /* Get the stat that we're about to deplete. */ 3069 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 3070 }
2756 if (lose_this_stat) { 3071 else
3072 {
3073 /* deplete a stat */
3074 archetype *deparch = archetype::find ("depletion");
3075 object *dep;
3076
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 {
3080 dep = arch_to_object (deparch);
3081 insert_ob_in_ob (dep, op);
3082 }
3083 lose_this_stat = 1;
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0)
3090 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3119 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3120 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3121 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3122 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3123 * difference.
2763 */ 3124 */
2764 if (this_stat>=-50) { 3125 if (this_stat >= -50)
3126 {
2765 change_attr_value(&(dep->stats), i, -1); 3127 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3128 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3130 fix_player (op);
2769 lost_a_stat = 1; 3131 lost_a_stat = 1;
2770 } 3132 }
2771 } 3133 }
2772 } 3134 }
2773 } 3135 }
2774 /* If no stat lost, tell the player. */ 3136 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3137 if (!lost_a_stat)
2776 { 3138 {
2777 /* determine_god() seems to not work sometimes... why is this? 3139 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3140 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3141 const char *god = determine_god (op);
3142
2780 if (god && (strcmp(god, "none"))) 3143 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3144 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" 3145 else
2783 " you.", god); 3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else 3147 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3148#else
2786 " feel a holy presence protecting you."); 3149 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 3150#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 3151
2792 /* Put a gravestone up where the character 'almost' died. List the 3152 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 3153 * exp loss on the stone.
2794 */ 3154 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 3155 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 3156 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 3157 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 3158 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 3159 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 3160 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" 3161 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; 3162 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 3163 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 3164
2809 /**************************************/ 3165 /**************************************/
2810 /* */ 3166 /* */
2811 /* Subtract the experience points, */ 3167 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 3168 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 3169 /* food, and reset HP's... */
2814 /* */ 3170 /* */
2815 /**************************************/ 3171 /**************************************/
2816 3172
2817 /* remove any poisoning and confusion the character may be suffering.*/ 3173 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 3174 /* restore player */
2819 at = find_archetype("poisoning"); 3175 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 3176 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 3177
2822 remove_ob(tmp); 3178 if (tmp)
2823 free_object(tmp); 3179 {
3180 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 3182 }
2826 3183
2827 at = find_archetype("confusion"); 3184 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 3185 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 3186 if (tmp)
2830 remove_ob(tmp); 3187 {
2831 free_object(tmp); 3188 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 3190 }
3191
2834 cure_disease(op,0); /* remove any disease */ 3192 cure_disease (op, 0); /* remove any disease */
2835 3193
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3194 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 3195 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 3196 if (op->stats.food < 100)
3197 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 3198 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 3201
2843 /* 3202 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 3203 * 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 3204 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3205 * in the map.
2847 */ 3206 */
2848 3207
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3208 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3209 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3210
2857 /****************************************/ 3211 /****************************************/
2858 /* */ 3212 /* */
2859 /* Move player to his current respawn- */ 3213 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3214 /* position (usually last savebed) */
2861 /* */ 3215 /* */
2862 /****************************************/ 3216 /****************************************/
2863 3217
2864 enter_player_savebed(op); 3218 enter_player_savebed (op);
2865 3219
2866 /* Save the player before inserting the force to reduce 3220 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3221 * chance of abuse.
2868 */ 3222 */
2869 op->contr->braced=0; 3223 op->contr->braced = 0;
2870 save_player(op,1); 3224 save_player (op, 1);
2871 3225
2872 /* it is possible that the player has blown something up 3226 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3227 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3228 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3229 * on the space that might harm the player.
2876 */ 3230 */
2877 will_kill_again=0; 3231 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3233 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3234 will_kill_again |= tmp->attacktype;
2881 } 3235
2882 if (will_kill_again) { 3236 if (will_kill_again)
3237 {
2883 object *force; 3238 object *force;
2884 int at; 3239 int at;
2885 3240
2886 force=get_archetype(FORCE_NAME); 3241 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3242 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3243 force->speed = 0.1;
2889 force->speed_left=-5.0; 3244 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3245 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3246 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3247 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3248 force->resist[at] = 100;
2894 } 3249
2895 insert_ob_in_ob(force, op); 3250 insert_ob_in_ob (force, op);
2896 fix_player(op); 3251 fix_player (op);
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3252
3253 }
3254
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return; 3256 return;
2908 } /* NOT_PERMADETH */ 3257 } /* NOT_PERMADETH */
2909 else { 3258 else
3259 {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This 3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement. 3261 * should probably be embedded in an else statement.
2912 */ 3262 */
2913 3263
2914 op->contr->party=NULL; 3264 op->contr->party = NULL;
2915 if (settings.set_title == TRUE) 3265 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0'; 3266 op->contr->own_title[0] = '\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); 3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
2918 check_score(op); 3268 check_score (op);
3269
2919 if(op->contr->ranges[range_golem]!=NULL) { 3270 if (op->contr->ranges[range_golem])
3271 {
2920 remove_friendly_object(op->contr->ranges[range_golem]); 3272 remove_friendly_object (op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]); 3273 op->contr->ranges[range_golem]->destroy ();
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL; 3274 op->contr->ranges[range_golem] = 0;
2924 op->contr->golem_count=0; 3275 }
2925 } 3276
2926 loot_object(op); /* Remove some of the items for good */ 3277 loot_object (op); /* Remove some of the items for good */
2927 remove_ob(op); 3278 op->remove ();
2928 op->direction=0; 3279 op->direction = 0;
2929 3280
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { 3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
2931 delete_character(op->name,0); 3283 delete_character (op->name, 0);
2932 if (settings.resurrection == TRUE) { 3284 if (settings.resurrection == TRUE)
3285 {
2933 /* save playerfile sans equipment when player dies 3286 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection 3287 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely 3288 ** type spells will work on them nicely
2936 */ 3289 */
2937 delete_character(op->name,0); 3290 delete_character (op->name, 0);
2938 op->stats.hp = op->stats.maxhp; 3291 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999; 3292 op->stats.food = 999;
2940 3293
2941 /* set the location of where the person will reappear when */ 3294 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */ 3295 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname); 3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL) 3297 if (op->map != NULL)
2945 op->map = NULL; 3298 op->map = NULL;
2946 op->x = settings.emergency_x; 3299 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y; 3300 op->y = settings.emergency_y;
2948 save_player(op,0); 3301 save_player (op, 0);
2949 op->map = map; 3302 op->map = map;
2950 /* please see resurrection.c: peterm */ 3303 /* please see resurrection.c: peterm */
2951 dead_player(op); 3304 dead_player (op);
2952 } else { 3305 }
3306 else
2953 delete_character(op->name,1); 3307 delete_character (op->name, 1);
2954 } 3308 }
2955 } 3309
2956 play_again(op); 3310 play_again (op);
2957 3311
2958 /* peterm: added to create a corpse at deathsite. */ 3312 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl")); 3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
2960 sprintf(buf,"%s", op->name); 3314 sprintf (buf, "%s", &op->name);
2961 FREE_AND_COPY(tmp->name, buf); 3315 tmp->name = tmp->name_pl = buf;
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level; 3316 tmp->level = op->level;
2964 tmp->x=x;tmp->y=y; 3317 tmp->x = x;
2965 if (tmp->msg) 3318 tmp->y = y;
2966 free_string(tmp->msg); 3319 tmp->msg = gravestone_text (op);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE); 3320 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0); 3321 insert_ob_in_map (tmp, map, NULL, 0);
2970 } 3322 }
2971} 3323}
2972 3324
2973 3325
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3326void
3327loot_object (object *op)
3328{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3329 object *tmp, *tmp2, *next;
2976 3330
2977 if (op->container) { /* close open sack first */ 3331 if (op->container)
3332 { /* close open sack first */
2978 esrv_apply_container (op, op->container); 3333 esrv_apply_container (op, op->container);
2979 } 3334 }
2980 3335
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3336 for (tmp = op->inv; tmp != NULL; tmp = next)
3337 {
2982 next=tmp->below; 3338 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3339 if (tmp->invisible)
2984 remove_ob(tmp); 3340 continue;
3341 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3342 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3343 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3344 { /* empty container to ground */
2988 } 3345 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3346 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3348 {
2991 if(tmp->nrof>1) { 3349 if (tmp->nrof > 1)
3350 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3352 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3353 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 }
3355 else
3356 tmp->destroy ();
3357 }
2995 } else 3358 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3359 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3360 }
3000} 3361}
3001 3362
3002/* 3363/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3364 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3365 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3366 * was changed.
3006 */ 3367 */
3007 3368
3369void
3008void fix_weight(void) { 3370fix_weight (void)
3371{
3009 player *pl; 3372 player *pl;
3373
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377
3012 if(old == sum) 3378 if (old == sum)
3013 continue; 3379 continue;
3014 fix_player(pl->ob); 3380 fix_player (pl->ob);
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3382 }
3018} 3383}
3019 3384
3385void
3020void fix_luck(void) { 3386fix_luck (void)
3387{
3021 player *pl; 3388 player *pl;
3389
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3390 for (pl = first_player; pl != NULL; pl = pl->next)
3023 if (!pl->ob->contr->state) 3391 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3392 change_luck (pl->ob, 0);
3025} 3393}
3026 3394
3027 3395
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3396/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3397 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3398 * just treat this as any other spell casting object.
3031 */ 3399 */
3032 3400
3033void 3401void
3034cast_dust (object * op, object * throw_ob, int dir) 3402cast_dust (object *op, object *throw_ob, int dir)
3035{ 3403{
3036 object *skop, *spob; 3404 object *skop, *spob;
3037 3405
3038 skop = find_skill_by_name (op, throw_ob->skill); 3406 skop = find_skill_by_name (op, throw_ob->skill);
3039 3407
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3408 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3409 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3410 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3411 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3412 return;
3046 } 3413 }
3047 3414
3048 spob = throw_ob->inv; 3415 spob = throw_ob->inv;
3049 3416
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3417 // 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 3418 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3419 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3420 if (!spob)
3054 { 3421 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3422 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; 3423 return;
3058 } 3424 }
3059 3425
3060 if (op->type == PLAYER) 3426 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3427 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3428
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3429 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3430
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3431 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3432}
3069 3433
3434void
3070void make_visible (object *op) { 3435make_visible (object *op)
3436{
3071 op->hide = 0; 3437 op->hide = 0;
3072 op->invisible = 0; 3438 op->invisible = 0;
3073 if(op->type==PLAYER) { 3439 if (op->type == PLAYER)
3440 {
3074 op->contr->tmp_invis = 0; 3441 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3442 op->contr->invis_race = 0;
3076 } 3443 }
3077 update_object(op,UP_OBJ_FACE); 3444 update_object (op, UP_OBJ_FACE);
3078} 3445}
3079 3446
3447int
3080int is_true_undead(object *op) { 3448is_true_undead (object *op)
3449{
3081 object *tmp=NULL; 3450 object *tmp = NULL;
3082 3451
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1;
3084 3454
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; 3455 return 0;
3090} 3456}
3091 3457
3092/* look at the surrounding terrain to determine 3458/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3459 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3460 * indicate greater hideability.
3095 */ 3461 */
3096 3462
3463int
3097int hideability(object *ob) { 3464hideability (object *ob)
3465{
3098 int i,level=0, mflag; 3466 int i, level = 0, mflag;
3099 sint16 x,y; 3467 sint16 x, y;
3100 3468
3101 if(!ob||!ob->map) return 0; 3469 if (!ob || !ob->map)
3470 return 0;
3102 3471
3103 /* so, on normal lighted maps, its hard to hide */ 3472 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3473 level = ob->map->darkness - 2;
3105 3474
3106 /* this also picks up whether the object is glowing. 3475 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3476 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3477 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3478 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness));
3110 3480
3111 /* scan through all nearby squares for terrain to hide in */ 3481 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3485 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue;
3488 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3490 level += 2;
3117 else /* open terrain! */ 3491 else /* open terrain! */
3118 level -= 1; 3492 level -= 1;
3119 } 3493 }
3120 3494
3121#if 0 3495#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3496 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3497#endif
3124 return level; 3498 return level;
3125} 3499}
3126 3500
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3501/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3502 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3503 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3504 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3505 */
3132 3506
3507void
3133void do_hidden_move (object *op) { 3508do_hidden_move (object *op)
3509{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3511 object *skop;
3136 3512
3137 if(!op || !op->map) return; 3513 if (!op || !op->map)
3514 return;
3138 3515
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3517
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3518 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3519 if (op->type == PLAYER && op->contr->run_on)
3520 {
3143 if(!skop || num >= skop->level) { 3521 if (!skop || num >= skop->level)
3522 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3524 make_visible (op);
3146 return; 3525 return;
3147 } else num += 20; 3526 }
3527 else
3528 num += 20;
3148 } 3529 }
3149 num += op->map->difficulty; 3530 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3531 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3532 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 {
3153 make_visible(op); 3535 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3536 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3538 }
3157 else if (op->type == PLAYER && skop) { 3539 else if (op->type == PLAYER && skop)
3540 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3542 }
3160} 3543}
3161 3544
3162/* determine if who is standing near a hostile creature. */ 3545/* determine if who is standing near a hostile creature. */
3163 3546
3547int
3164int stand_near_hostile( object *who ) { 3548stand_near_hostile (object *who)
3549{
3165 object *tmp=NULL; 3550 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3551 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3552 maptile *m;
3168 sint16 x,y; 3553 sint16 x, y;
3169 3554
3170 if(!who) return 0; 3555 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3556 return 0;
3557
3558 if (who->type == PLAYER)
3559 player = 1;
3560
3561 else
3562 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563
3564 /* search adjacent squares */
3565 for (i = 1; i < 9; i++)
3566 {
3567 x = who->x + freearr_x[i];
3568 y = who->y + freearr_y[i];
3569 m = who->map;
3570 mflags = get_map_flags (m, &m, x, y, &x, &y);
3571 /* space must be blocked if there is a monster. If not
3572 * blocked, don't need to check this space.
3573 */
3574 if (mflags & P_OUT_OF_MAP)
3575 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue;
3578
3579 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1;
3583 else if (tmp->type == PLAYER)
3584 {
3585 /*don't let a hidden DM prevent you from hiding */
3586 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 return 1;
3588 }
3589 }
3590 }
3591 return 0;
3200} 3592}
3201 3593
3202/* check the player los field for viewability of the 3594/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3595 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3596 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3603 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3604 * -b.t.
3213 * This function is now map tiling safe. 3605 * This function is now map tiling safe.
3214 */ 3606 */
3215 3607
3608int
3216int player_can_view (object *pl,object *op) { 3609player_can_view (object *pl, object *op)
3610{
3217 rv_vector rv; 3611 rv_vector rv;
3218 int dx,dy; 3612 int dx, dy;
3219 3613
3220 if(pl->type!=PLAYER) { 3614 if (pl->type != PLAYER)
3615 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3616 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3617 return -1;
3247 op = op->more;
3248 } 3618 }
3619 if (!pl || !op)
3249 return 0; 3620 return 0;
3621
3622 if (op->head)
3623 {
3624 op = op->head;
3625 }
3626 get_rangevector (pl, op, &rv, 0x1);
3627
3628 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any
3630 * part that is in the los array but isnt on
3631 * a blocked los square.
3632 * we use the archetype to figure out offsets.
3633 */
3634 while (op)
3635 {
3636 dx = rv.distance_x + op->arch->clone.x;
3637 dy = rv.distance_y + op->arch->clone.y;
3638
3639 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1;
3647 op = op->more;
3648 }
3649 return 0;
3250} 3650}
3251 3651
3252/* routine for both players and monsters. We call this when 3652/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3653 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3654 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3655 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3656 * return 0.
3257 */ 3657 */
3658int
3258int action_makes_visible (object *op) { 3659action_makes_visible (object *op)
3660{
3259 3661
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3665 return 0;
3263 3666
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3265 3669
3266 /* If monsters, they should become visible */ 3670 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3674 return 1;
3270 } 3675 }
3271 } 3676 }
3272 return 0; 3677 return 0;
3273} 3678}
3274 3679
3275/* op_on_battleground - checks if the given object op (usually 3680/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3681 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3682 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3683 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3684 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3685 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3686 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3687 */
3688int
3283int op_on_battleground (object *op, int *x, int *y) { 3689op_on_battleground (object *op, int *x, int *y)
3690{
3284 object *tmp; 3691 object *tmp;
3285 3692
3286 /* A battleground-tile needs the following attributes to be valid: 3693 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3696 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3697 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3698 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3705 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3706 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 {
3299 object *invtmp; 3709 object *invtmp;
3710
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3712 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717 return 1;
3718 }
3719 }
3720 }
3303 if (x != NULL && y != NULL) 3721 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3723 return 1;
3306 } 3724 }
3307 } 3725 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3726 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3727 /* If we got here, did not find a battleground */
3316 return 0; 3728 return 0;
3317} 3729}
3318 3730
3319/* 3731/*
3323 * attributes: 3735 * attributes:
3324 * object *who the dragon player 3736 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3737 * int atnr the attack-number of the ability focus
3326 * int level ability level 3738 * int level ability level
3327 */ 3739 */
3740void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3741dragon_ability_gain (object *who, int atnr, int level)
3742{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3743 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3744 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3745 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3746 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3747 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3748 int i = 0, j = 0;
3335 3749
3336 /* get the appropriate treasurelist */ 3750 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3751 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3752 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3753 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3754 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3755 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3756 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3757 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3758 trlist = find_treasurelist ("dragon_ability_poison");
3345 3759
3346 if (trlist == NULL || who->type != PLAYER) 3760 if (trlist == NULL || who->type != PLAYER)
3347 return; 3761 return;
3348 3762
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3764
3351
3352 if (tr == NULL || tr->item == NULL) { 3765 if (tr == NULL || tr->item == NULL)
3766 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3768 return;
3355 } 3769 }
3356 3770
3357 /* everything seems okay - now bring on the gift: */ 3771 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3772 item = &(tr->item->clone);
3359 3773
3360 if (item->type == SPELL) { 3774 if (item->type == SPELL)
3775 {
3361 if (check_spell_known (who, item->name)) 3776 if (check_spell_known (who, item->name))
3362 return; 3777 return;
3363 3778
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3779 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3780 do_learn_spell (who, item, 0);
3366 return; 3781 return;
3367 } 3782 }
3368 3783
3369 /* grant direct spell */ 3784 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3785 if (item->type == SPELLBOOK)
3786 {
3371 if (!item->inv) { 3787 if (!item->inv)
3788 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3789 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3790 return;
3375 } 3791 }
3376 if (check_spell_known (who, item->inv->name)) 3792 if (check_spell_known (who, item->inv->name))
3377 return; 3793 return;
3378 if (item->invisible) { 3794 if (item->invisible)
3795 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3796 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3797 do_learn_spell (who, item->inv, 0);
3381 return; 3798 return;
3382 } 3799 }
3383 } 3800 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3801 else if (item->type == SKILL_TOOL && item->invisible)
3802 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3803 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804 {
3386 3805
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3806 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3807 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3808 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3809 * but not all of them, he gets nothing.
3391 */ 3810 */
3392 if (!(skop->attacktype & item->attacktype)) { 3811 if (!(skop->attacktype & item->attacktype))
3812 {
3393 /* Give new attacktype */ 3813 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3814 skop->attacktype |= item->attacktype;
3395 3815
3396 /* always add physical if there's none */ 3816 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3817 skop->attacktype |= AT_PHYSICAL;
3398 3818
3399 if (item->msg != NULL) 3819 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3820 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3821
3402 /* Give player new face */ 3822 /* Give player new face */
3403 if (item->animation_id) { 3823 if (item->animation_id)
3824 {
3404 who->face = skop->face; 3825 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3826 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3827 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3828 who->last_anim = 0;
3408 who->state = 0; 3829 who->state = 0;
3409 animate_object(who, who->direction); 3830 animate_object (who, who->direction);
3410 } 3831 }
3832 }
3833 }
3411 } 3834 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3835 else if (item->type == FORCE)
3836 {
3415 /* forces in the treasurelist can alter the player's stats */ 3837 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3838 object *skin;
3839
3417 /* first get the dragon skin force */ 3840 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3843 ;
3421 3844
3845 if (!skin)
3846 return;
3847
3422 /* adding new spellpath attunements */ 3848 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3849 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3850 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3851 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3852
3426 /* print message */ 3853 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3854 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3855 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3856 {
3430 if (j) 3857 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3858 {
3432 else 3859 if (j)
3433 j = 1; 3860 strcat (buf, " and ");
3861 else
3862 j = 1;
3434 strcat(buf, spellpathnames[i]); 3863 strcat (buf, spellpathnames[i]);
3435 } 3864 }
3436 } 3865 }
3437 strcat(buf,"."); 3866 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3867 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3868 }
3440 3869
3441 /* evtl. adding flags: */ 3870 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3871 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3872 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3873 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3874 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3875 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3876 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3877
3449 /* print message if there is one */ 3878 /* print message if there is one */
3450 if (item->msg != NULL) 3879 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3880 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3881 }
3882 else
3452 } 3883 {
3453 else {
3454 /* generate misc. treasure */ 3884 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3885 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3886 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); 3887 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3888 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3889 esrv_send_item (who, tmp);
3460 } 3890 }
3461} 3891}
3462 3892
3463/** 3893/**
3464 * Unready an object for a player. This function does nothing if the object was 3894 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3895 * not readied.
3466 */ 3896 */
3897void
3467void player_unready_range_ob(player *pl, object *ob) { 3898player_unready_range_ob (player *pl, object *ob)
3899{
3468 rangetype i; 3900 rangetype i;
3469 3901
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3903 {
3471 if (pl->ranges[i] == ob) { 3904 if (pl->ranges[i] == ob)
3905 {
3472 pl->ranges[i] = NULL; 3906 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3907 if (pl->shoottype == i)
3908 {
3474 pl->shoottype = range_none; 3909 pl->shoottype = range_none;
3475 } 3910 }
3476 } 3911 }
3477 } 3912 }
3478} 3913}

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