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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn 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 */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
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); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 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); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 p = (player *) malloc(sizeof(player)); 217 {
208 if(p==NULL) 218 p = new player;
209 fatal(OUT_OF_MEMORY);
210 219
211 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 221 * 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 222 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
215 * 'who'. 224 * 'who'.
216 */ 225 */
217 player *tmp = first_player; 226 player *tmp = first_player;
227
218 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 229 tmp = tmp->next;
220 if(tmp!=NULL) 230 if (tmp != NULL)
221 tmp->next=p; 231 tmp->next = p;
222 else 232 else
223 first_player=p; 233 first_player = p;
224 234
225 p->next = NULL; 235 p->next = NULL;
226 } 236 }
227 237
228 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
229 * for next and socket. 239 * for next and socket.
230 */ 240 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
232 p->attachable_init (); //HACK
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party=NULL; 246 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left=0.5; 260 op->speed_left = 0.5;
252 op->speed=1.0; 261 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 266
258 roll_stats(op); 267 roll_stats (op);
259 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los(op); 269 clear_los (op);
261 270
262 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
263 p->last_speed= -1; 272 p->last_speed = -1;
264 p->shoottype=range_none; 273 p->shoottype = range_none;
265 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 275 p->petmode = pet_normal;
267 p->listening=10; 276 p->listening = 10;
268 p->usekeys=containers; 277 p->usekeys = containers;
269 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 280 p->do_los = 1;
272 p->explore=0; 281 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
284 * at zero. 292 * at zero.
285 */ 293 */
286 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
287 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
289 } 298 }
290 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
291 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
292 } 302 }
293 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
295 305
296 p->socket.update_look=0; 306 p->socket.update_look = 0;
297 p->socket.look_position=0; 307 p->socket.look_position = 0;
298 return p; 308 return p;
299} 309}
300
301 310
302/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
303static void set_first_map(object *op) 313set_first_map (object *op)
304{ 314{
305 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 316 op->x = -1;
307 op->y = -1; 317 op->y = -1;
308 enter_exit(op, NULL); 318 enter_exit (op, NULL);
309} 319}
310 320
311/* Tries to add player on the connection passwd in ns. 321/* 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 322 * All we can really get in this is some settings like host and display
313 * mode. 323 * mode.
314 */ 324 */
315 325
326int
316int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
317 player *p; 329 player *p;
318 330
319 p=get_player(NULL); 331 p = get_player (NULL);
320 p->socket = *ns; 332 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 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. 337 /* 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 338 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
329 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 342 set_first_map (p->ob);
331 343
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
334 send_rules(p->ob); 346 send_rules (p->ob);
335 send_news(p->ob); 347 send_news (p->ob);
336 display_motd(p->ob); 348 display_motd (p->ob);
337 get_name(p->ob); 349 get_name (p->ob);
338 return 0; 350 return 0;
339} 351}
340 352
341/* 353/*
342 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
345 */ 357 */
358archetype *
346archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
347{ 360{
348 archetype *start = at; 361 archetype *start = at;
362
349 for (;;) { 363 for (;;)
364 {
350 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
351 at=first_archetype; 366 at = first_archetype;
352 else 367 else
353 at=at->next; 368 at = at->next;
354 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
355 return at; 370 return at;
356 if (at == start) { 371 if (at == start)
372 {
357 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 374 exit (-1);
359 } 375 }
360 } 376 }
361} 377}
362 378
363 379
380object *
364object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
365 object *op = NULL; 383 object *op = NULL;
366 player *pl = NULL; 384 player *pl = NULL;
367 objectlink *ol; 385 objectlink *ol;
368 unsigned lastdist; 386 unsigned lastdist;
369 rv_vector rv; 387 rv_vector rv;
370 388
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390 {
372 /* We should not find free objects on this friendly list, but it 391 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
376 */ 395 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
378 object *tmp=ol->ob; 398 object *tmp = ol->ob;
379 399
380 /* Can't do much more other than log the fact, because the object 400 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 401 * itself will have been cleared.
382 */ 402 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 404 ol = ol->next;
385 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
406 if (!ol)
386 if (!ol) return op; 407 return op;
387 } 408 }
388 409
389 /* Remove special check for player from this. First, it looks to cause 410 /* 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 411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 412 * 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 413 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
395 */ 416 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 418 continue;
398 419
399 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
400 op=ol->ob; 422 op = ol->ob;
401 lastdist=rv.distance; 423 lastdist = rv.distance;
402 } 424 }
403 } 425 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
406 430
407 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
408 op=pl->ob; 433 op = pl->ob;
409 lastdist=rv.distance; 434 lastdist = rv.distance;
410 } 435 }
411 } 436 }
412 } 437 }
413#if 0 438#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 440#endif
416 return op; 441 return op;
417} 442}
418 443
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 444/* 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 445 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 483 * 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, 484 * 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 485 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 486 * is blocking itself.
462 */ 487 */
488int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
464 rv_vector rv; 491 rv_vector rv;
465 sint16 x,y; 492 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 494 maptile *m, *lastmap;
468 495
469 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
470 497
471 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
499 return 0;
472 500
473 x=mon->x; 501 x = mon->x;
474 y=mon->y; 502 y = mon->y;
475 m=mon->map; 503 m = mon->map;
476 dir = rv.direction; 504 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 505 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); 506 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. */ 507 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 508 if (diff > max)
509 return 0;
481 while (diff >1 && max>0) { 510 while (diff > 1 && max > 0)
511 {
482 lastx = x; 512 lastx = x;
483 lasty = y; 513 lasty = y;
484 lastmap = m; 514 lastmap = m;
485 x = lastx + freearr_x[dir]; 515 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 516 y = lasty + freearr_y[dir];
487 517
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 518 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); 519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 520
491 /* Space is blocked - try changing direction a little */ 521 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 522 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)))) { 523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
494 /* recalculate direction from last good location. Possible 525 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 526 * we were not traversing ideal location before.
496 */ 527 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 529 if (rv.direction != dir)
530 {
499 /* OK - says direction should be different - lets reset the 531 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 532 * the values so it will try again.
501 */ 533 */
502 x = lastx; 534 x = lastx;
503 y = lasty; 535 y = lasty;
504 m = lastmap; 536 m = lastmap;
505 dir = firstdir = rv.direction; 537 dir = firstdir = rv.direction;
538 }
506 } else { 539 else
540 {
507 /* direct path is blocked - try taking a side step to 541 /* direct path is blocked - try taking a side step to
508 * either the left or right. 542 * either the left or right.
509 * Note increase the values in the loop below to be 543 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 544 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 545 * 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 546 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 547 * stepping back and forth
514 */ 548 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 552 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 553 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 554 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 555 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 556 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 557 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 558 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 559 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 560 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 561 * the last direction the creature has successfully
526 * moved. 562 * moved.
527 */ 563 */
528 564
529 x = lastx + freearr_x[absdir(lastdir+i)]; 565 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 566 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 567 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 569 if (mflags & P_OUT_OF_MAP)
570 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 574 if (mflags & P_BLOCKSVIEW)
575 continue;
537 576
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
539 } 579 }
540 /* go through entire loop without finding a valid 580 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 581 * sidestep to take - thus, no valid path.
542 */ 582 */
543 if (i==(DETOUR_AMOUNT+1)) 583 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 584 return 0;
545 diff--; 585 diff--;
546 lastdir=dir; 586 lastdir = dir;
547 max--; 587 max--;
548 if (!firstdir) firstdir = dir+i; 588 if (!firstdir)
589 firstdir = dir + i;
549 } /* else check alternate directions */ 590 } /* else check alternate directions */
550 } /* if blocked */ 591 } /* if blocked */
551 else { 592 else
593 {
552 /* we moved towards creature, so diff is less */ 594 /* we moved towards creature, so diff is less */
553 diff--; 595 diff--;
554 max--; 596 max--;
555 lastdir=dir; 597 lastdir = dir;
598 if (!firstdir)
556 if (!firstdir) firstdir = dir; 599 firstdir = dir;
600 }
601 if (diff <= 1)
557 } 602 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 603 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 604 * headed toward player for entire distance.
561 */ 605 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 606 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); 607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 608 }
565 if (diff>max) return 0; 609 if (diff > max)
610 return 0;
566 } 611 }
567 /* If we reached the max, didn't find a direction in time */ 612 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 613 if (!max)
614 return 0;
569 615
570 return firstdir; 616 return firstdir;
571} 617}
572 618
619void
573void give_initial_items(object *pl,treasurelist *items) { 620give_initial_items (object *pl, treasurelist * items)
621{
574 object *op,*next=NULL; 622 object *op, *next = NULL;
575 623
576 if(pl->randomitems!=NULL) 624 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 626
579 for (op=pl->inv; op; op=next) { 627 for (op = pl->inv; op; op = next)
628 {
580 next = op->below; 629 next = op->below;
581 630
582 /* Forces get applied per default, unless they have the 631 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 632 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 633 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 635 SET_FLAG (op, FLAG_APPLIED);
587 636
588 /* we never give weapons/armour if these cannot be used 637 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 638 * by this player due to race restrictions
590 */ 639 */
591 if (pl->type == PLAYER) { 640 if (pl->type == PLAYER)
641 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 643 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 644 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 645 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 647 {
598 remove_ob (op); 648 remove_ob (op);
599 free_object (op); 649 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; 650 continue;
622 } 651 }
623 if (op->nrof > 1) op->nrof = 1; 652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 661 {
662 object *tmp;
625 663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
626 if (op->type == SPELLBOOK && op->inv) { 679 if (op->type == SPELLBOOK && op->inv)
680 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 682 }
629 683
630 /* Give starting characters identified, uncursed, and undamned 684 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 685 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 686 * merged properly.
633 */ 687 */
634 if (need_identify(op)) { 688 if (need_identify (op))
689 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 690 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 691 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
638 } 695 {
639 if(op->type==SPELL) {
640 remove_ob(op); 696 remove_ob (op);
641 free_object(op); 697 free_object (op);
642 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
643 } 701 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 703 op->stats.exp = 0;
647 op->level = 1; 704 op->level = 1;
648 } 705 }
649 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
652 710
653 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
654 link_player_skills(pl); 712 link_player_skills (pl);
655} 713}
656 714
715void
657void get_name(object *op) { 716get_name (object *op)
717{
658 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 721}
662 722
723void
663void get_password(object *op) { 724get_password (object *op)
725{
664 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 729}
668 730
731void
669void play_again(object *op) 732play_again (object *op)
670{ 733{
671 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 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 737 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
680 * cases. 743 * cases.
681 */ 744 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 746 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 747 /* 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 748 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 749 * the map is null or not swapped out.
687 */ 750 */
688 op->map = NULL; 751 op->map = NULL;
689} 752}
690 753
691 754int
692int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
693{ 756{
694 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
695 remove_friendly_object(op); 759 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 761 return 2;
698 } 762 }
699 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
700 player *pl = op->contr; 765 player *pl = op->contr;
701 const char *name = op->name; 766 shstr name = op->name;
702 767
703 add_refcount(name); 768 op->contr = 0;
704 remove_friendly_object(op); 769 op->type = 0;
705 free_object(op); 770 op->free (1);
706 pl = get_player(pl); 771 pl = get_player (pl);
707 op = pl->ob; 772 op = pl->ob;
708 add_friendly_object(op); 773 add_friendly_object (op);
709 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 775 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 776 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 778 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 779 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 780 set_first_map (op);
719 } else { 781 }
782 else
720 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
721 play_again(op); 784 play_again (op);
722 } 785
723 return 0; 786 return 0;
724} 787}
725 788
789void
726void confirm_password(object *op) { 790confirm_password (object *op)
791{
727 792
728 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 810}
743 811
744 812
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
757 if(i!=j) 828 if (i != j)
758 k+=a[i]; 829 k += a[i];
759 } 830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 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+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
872 }
797 } else { 873 else
874 {
798 i++; 875 i++;
799 } 876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 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,"); 929 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"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 931 return;
850 } 932 }
851 933
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 935
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 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));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 971 * 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 972 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1028 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 }
920 1029
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1030 case 'q':
937 case 'Y': 1031 case 'Q':
938 roll_stats(op); 1032 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1033 return 1;
941 1034
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1035 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 remove_ob (op);
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1067
977 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
979 1070
980 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
981 1072
982 if (op->msg) { 1073 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1074 op->msg = NULL;
985 }
986 1075
987 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
988 * to save here. 1077 * to save here.
989 */ 1078 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1080 make_path_to_file (buf);
992 1081
993#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
995#endif 1084#endif
996 start_info(op); 1085 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1088 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1001 fix_player(op); 1090 fix_player (op);
1002 1091
1003 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1004 * is one for this race 1093 * is one for this race
1005 */ 1094 */
1006 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1007 object *tmp; 1097 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1011 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1101 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1018 * default initial map */ 1107 * default initial map */
1019 free_object(tmp); 1108 free_object (tmp);
1109 }
1020 } else { 1110 else
1111 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1113 }
1023 return 0; 1114 return 0;
1024 } 1115 }
1025 1116
1026 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1028 */ 1119 */
1029 1120
1030 tmp_loop = 0; 1121 tmp_loop = 0;
1031 while(!tmp_loop) { 1122 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1033 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1034 remove_statbonus(op); 1127 remove_statbonus (op);
1035 remove_ob (op); 1128 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1131 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1133 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1134 op->x = x;
1045 op->y = y; 1135 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1139 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1052 } 1141 }
1142
1053 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1055 fix_player(op); 1145 fix_player (op);
1056 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1058 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1059 if (op->msg) 1150 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0; 1154 return 0;
1063} 1155}
1064 1156
1157int
1065int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1066{ 1159{
1067 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1068 1161
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1070 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1072 return 1; 1166 return 1;
1073 } 1167 }
1074 1168
1075 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1077 1171
1078 terminate_all_pets(op); 1172 terminate_all_pets (op);
1079 leave_map(op); 1173 leave_map (op);
1080 op->direction=0; 1174 op->direction = 0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1082 "%s quits the game.",op->name);
1083 1176
1084 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1085 check_score(op); 1178 check_score (op);
1086 op->contr->party=NULL; 1179 op->contr->party = NULL;
1087 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1089 1182
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1091 mapstruct *mp, *next; 1185 maptile *mp, *next;
1092 1186
1093 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */ 1190 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1099 next = mp->next; 1194 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1101 delete_map(mp); 1196 delete_map (mp);
1102 }
1103 1197 }
1198
1104 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1105 } 1200 }
1201
1106 play_again(op); 1202 play_again (op);
1107 return 1; 1203 return 1;
1108} 1204}
1109 1205
1206void
1110void flee_player(object *op) { 1207flee_player (object *op)
1208{
1111 int dir,diff; 1209 int dir, diff;
1112 rv_vector rv; 1210 rv_vector rv;
1113 1211
1114 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1117 return; 1216 return;
1118 } 1217 }
1119 1218
1120 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1123 return; 1223 return;
1124 } 1224 }
1125 1225
1126 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1129 */ 1229 */
1130 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1131 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1132 op->enemy=NULL; 1233 op->enemy = NULL;
1133 return; 1234 return;
1134 } 1235 }
1135 1236
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1137 op->enemy=NULL; 1239 op->enemy = NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1139 return; 1241 return;
1140 } 1242 }
1141 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1142 1244
1143 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1144 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1145 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1146 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1148 return;
1149 } 1251 {
1252 return;
1253 }
1150 } 1254 }
1151 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1257 op->enemy = NULL;
1154} 1258}
1155 1259
1156 1260
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 1263 * stop.
1160 */ 1264 */
1265int
1161int check_pick(object *op) { 1266check_pick (object *op)
1267{
1162 object *tmp, *next; 1268 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1269 int stop = 0;
1165 int j, k, wvratio; 1270 int j, k, wvratio;
1166 char putstring[128], tmpstr[16]; 1271 char putstring[128], tmpstr[16];
1167 1272
1168
1169 /* if you're flying, you cna't pick up anything */ 1273 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1274 if (op->move_type & MOVE_FLYING)
1171 return 1; 1275 return 1;
1172 1276
1173 op_tag = op->count;
1174
1175 next = op->below; 1277 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1278
1179 /* loop while there are items on the floor that are not marked as 1279 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1280 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1281 while (next && !next->destroyed ())
1182 { 1282 {
1183 tmp = next; 1283 tmp = next;
1184 next = tmp->below; 1284 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1285
1188 if (was_destroyed (op, op_tag)) 1286 if (op->destroyed ())
1189 return 0; 1287 return 0;
1190 1288
1191 if ( ! can_pick (op, tmp)) 1289 if (!can_pick (op, tmp))
1192 continue; 1290 continue;
1193 1291
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1293 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1294 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1295 pick_up (op, tmp);
1198 continue; 1296 continue;
1199 } 1297 }
1200 1298
1201 /* high not bit set? We're using the old autopickup model */ 1299 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1300 if (!(op->contr->mode & PU_NEWMODE))
1301 {
1203 switch (op->contr->mode) { 1302 switch (op->contr->mode)
1303 {
1304 case 0:
1204 case 0: return 1; /* don't pick up */ 1305 return 1; /* don't pick up */
1306 case 1:
1205 case 1: pick_up (op, tmp); 1307 pick_up (op, tmp);
1206 return 1; 1308 return 1;
1309 case 2:
1207 case 2: pick_up (op, tmp); 1310 pick_up (op, tmp);
1208 return 0; 1311 return 0;
1312 case 3:
1209 case 3: return 0; /* stop before pickup */ 1313 return 0; /* stop before pickup */
1314 case 4:
1210 case 4: pick_up (op, tmp); 1315 pick_up (op, tmp);
1211 break; 1316 break;
1317 case 5:
1212 case 5: pick_up (op, tmp); 1318 pick_up (op, tmp);
1213 stop = 1; 1319 stop = 1;
1214 break; 1320 break;
1215 case 6: 1321 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1323 pick_up (op, tmp);
1219 break; 1324 break;
1220 1325
1221 case 7: 1326 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1327 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1328 pick_up (op, tmp);
1224 break; 1329 break;
1225 1330
1226 default: 1331 default:
1227 /* use value density */ 1332 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1335 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1336 }
1260 } 1337 }
1261 } 1338 else
1339 { /* old model */
1340 /* NEW pickup handling */
1341 if (op->contr->mode & PU_DEBUG)
1342 {
1343 /* some debugging code to figure out item information */
1344 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1263 1365
1264#if 0 1366#if 0
1265 /* print the flags too */ 1367 /* print the flags too */
1266 for(k=0;k<4;k++) 1368 for (k = 0; k < 4; k++)
1267 { 1369 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1269 for(j=0;j<32;j++) 1371 for (j = 0; j < 32; j++)
1270 { 1372 {
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1272 if(!((j+1)%4))fprintf(stderr," "); 1374 if (!((j + 1) % 4))
1273 } 1375 fprintf (stderr, " ");
1376 }
1274 fprintf(stderr," [%d]\n", k*32); 1377 fprintf (stderr, " [%d]\n", k * 32);
1275 } 1378 }
1276#endif 1379#endif
1277 } 1380 }
1278 /* philosophy: 1381 /* philosophy:
1279 * It's easy to grab an item type from a pile, as long as it's 1382 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups 1383 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a 1384 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for 1385 * grab-as-you-run type mode that's really useful for arrows for
1283 * example. 1386 * example.
1284 * The drawback: right now it has no frontend, so you need to 1387 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then 1388 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#> 1389 * convert to decimal and then 'pickup <#>
1287 */ 1390 */
1288 1391
1289 /* the first two modes are exclusive: if NOTHING we return, if 1392 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially, 1393 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */ 1394 * meaning if any test passes, the item gets picked up. */
1292 1395
1293 /* if mode is set to pick nothing up, return */ 1396 /* if mode is set to pick nothing up, return */
1294 1397
1295 if(op->contr->mode & PU_NOTHING) return 1; 1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1296 1400
1297 /* if mode is set to stop when encountering objects, return */ 1401 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick 1402 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */ 1403 * anything up */
1300 1404
1301 if(op->contr->mode & PU_STOP) return 0; 1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1302 1407
1303 /* useful for going into stores and not losing your settings... */ 1408 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while 1409 /* and for battles wher you don't want to get loaded down while
1305 * fighting */ 1410 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1; 1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1307 1413
1308 /* prevent us from turning into auto-thieves :) */ 1414 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue;
1310 1417
1311 /* ignore known cursed objects */ 1418 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1419 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420 continue;
1313 1421
1314 /* all food and drink if desired */ 1422 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */ 1423 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD) 1424 if (op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD) 1425 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue;
1431 }
1319 if(op->contr->mode & PU_DRINK) 1432 if (op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue;
1439 }
1322 1440
1323 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue;
1448 }
1326 1449
1327 /* spellbooks, skillscrolls and normal books/scrolls */ 1450 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK) 1451 if (op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK) 1452 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1453 {
1454 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue;
1458 }
1331 if(op->contr->mode & PU_SKILLSCROLL) 1459 if (op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL) 1460 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue;
1466 }
1334 if(op->contr->mode & PU_READABLES) 1467 if (op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL) 1468 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue;
1474 }
1337 1475
1338 /* wands/staves/rods/horns */ 1476 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE) 1477 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1479 {
1480 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue;
1484 }
1342 1485
1343 /* pick up all magical items */ 1486 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL) 1487 if (op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1489 {
1490 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue;
1494 }
1347 1495
1348 if(op->contr->mode & PU_VALUABLES) 1496 if (op->contr->mode & PU_VALUABLES)
1349 { 1497 {
1350 if (tmp->type == MONEY || tmp->type == GEM) 1498 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1499 {
1352 } 1500 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue;
1504 }
1505 }
1353 1506
1354 /* rings & amulets - talismans seems to be typed AMULET */ 1507 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS) 1508 if (op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET) 1509 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 if (0)
1513 fprintf (stderr, "JEWELS\n");
1514 continue;
1515 }
1358 1516
1359 /* bows and arrows. Bows are good for selling! */ 1517 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW) 1518 if (op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW) 1519 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1520 {
1521 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue;
1525 }
1363 if(op->contr->mode & PU_ARROW) 1526 if (op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW) 1527 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue;
1533 }
1366 1534
1367 /* all kinds of armor etc. */ 1535 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR) 1536 if (op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR) 1537 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue;
1543 }
1371 if(op->contr->mode & PU_HELMET) 1544 if (op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET) 1545 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue;
1551 }
1374 if(op->contr->mode & PU_SHIELD) 1552 if (op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD) 1553 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue;
1559 }
1377 if(op->contr->mode & PU_BOOTS) 1560 if (op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS) 1561 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue;
1567 }
1380 if(op->contr->mode & PU_GLOVES) 1568 if (op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES) 1569 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue;
1575 }
1383 if(op->contr->mode & PU_CLOAK) 1576 if (op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK) 1577 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1386 1584
1387 /* hoping to catch throwing daggers here */ 1585 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON) 1586 if (op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1588 {
1589 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue;
1593 }
1391 1594
1392 /* careful: chairs and tables are weapons! */ 1595 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON) 1596 if (op->contr->mode & PU_ALLWEAPON)
1394 { 1597 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL) 1598 if (tmp->type == WEAPON && tmp->name != NULL)
1396 { 1599 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1602 {
1400 } 1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue;
1607 }
1608 }
1401 if(tmp->type == WEAPON && tmp->name==NULL) 1609 if (tmp->type == WEAPON && tmp->name == NULL)
1402 { 1610 {
1403 if(strstr(tmp->arch->name,"table")==NULL && 1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1404 strstr(tmp->arch->name,"chair")==NULL) 1612 {
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1613 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue;
1617 }
1618 }
1406 } 1619 }
1407 }
1408 1620
1409 /* misc stuff that's useful */ 1621 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY) 1622 if (op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1624 {
1625 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue;
1629 }
1413 1630
1414 /* any of the last 4 bits set means we use the ratio for value 1631 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */ 1632 * pickups */
1416 if(op->contr->mode & PU_RATIO) 1633 if (op->contr->mode & PU_RATIO)
1417 { 1634 {
1418 /* use value density to decide what else to grab */ 1635 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */ 1636 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits 1637 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */ 1638 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5; 1639 wvratio = (op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1640 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1424 { 1641 {
1425 pick_up(op, tmp); 1642 pick_up (op, tmp);
1426#if 0 1643#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1644 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) { 1645 if (tmp->name != NULL)
1646 {
1429 fprintf(stderr,"%s", tmp->name); 1647 fprintf (stderr, "%s", tmp->name);
1430 } 1648 }
1649 else
1431 else fprintf(stderr,"%s",tmp->arch->name); 1650 fprintf (stderr, "%s", tmp->arch->name);
1432 fprintf(stderr,",%d] = ", tmp->type); 1651 fprintf (stderr, ",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1652 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1434#endif 1653#endif
1435 continue; 1654 continue;
1655 }
1436 } 1656 }
1657 } /* the new pickup model */
1437 } 1658 }
1438 } /* the new pickup model */
1439 }
1440 return ! stop; 1659 return !stop;
1441} 1660}
1442 1661
1443/* 1662/*
1444 * Find an arrow in the inventory and after that 1663 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1664 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1665 * found object is returned.
1447 */ 1666 */
1667object *
1448object *find_arrow(object *op, const char *type) 1668find_arrow (object *op, const char *type)
1449{ 1669{
1450 object *tmp = NULL; 1670 object *tmp = NULL;
1451 1671
1452 for(op=op->inv; op; op=op->below) 1672 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1674 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1675 else if (op->type == ARROW && op->race == type)
1457 return op; 1676 return op;
1458 return tmp; 1677 return tmp;
1459} 1678}
1460 1679
1461/* 1680/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1682 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1683 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1684 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1685 */
1467 1686
1687object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1688find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1689{
1470 object *tmp = NULL, *arrow, *ntmp; 1690 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1691 int attacknum, attacktype, betterby = 0, i;
1472 1692
1473 if (!type) 1693 if (!type)
1474 return NULL; 1694 return NULL;
1475 1695
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1696 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1697 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1698 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1699 {
1479 i = 0; 1700 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1701 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1702 if (i > betterby)
1703 {
1482 tmp = ntmp; 1704 tmp = ntmp;
1483 betterby = i; 1705 betterby = i;
1484 } 1706 }
1707 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1708 else if (arrow->type == ARROW && arrow->race == type)
1709 {
1486 /* allways prefer assasination/slaying */ 1710 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1711 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1712 {
1489 if (arrow->attacktype & AT_DEATH) { 1713 if (arrow->attacktype & AT_DEATH)
1714 {
1490 *better = 100; 1715 *better = 100;
1491 return arrow; 1716 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1717 }
1496 } else { 1718 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1719 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1720 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1721 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1722 }
1513 } 1723 }
1724 else
1725 {
1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 {
1728 attacktype = 1 << attacknum;
1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1730 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1731 {
1732 tmp = arrow;
1733 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1734 }
1735 }
1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737 {
1738 tmp = arrow;
1739 betterby = 2 + arrow->magic + arrow->stats.dam;
1740 }
1741 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1742 {
1743 tmp = arrow;
1744 betterby = 1 + arrow->magic + arrow->stats.dam;
1745 }
1514 } 1746 }
1747 }
1515 } 1748 }
1516 if (tmp == NULL && arrow == NULL) 1749 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1750 return find_arrow (op, type);
1518 1751
1519 *better = betterby; 1752 *better = betterby;
1520 return tmp; 1753 return tmp;
1521} 1754}
1522 1755
1523/* looks in a given direction, finds the first valid target, and calls 1756/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1757 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1758 * op = the shooter
1526 * type = bow->race 1759 * type = bow->race
1527 * dir = fire direction 1760 * dir = fire direction
1528 */ 1761 */
1529 1762
1763object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1764pick_arrow_target (object *op, const char *type, int dir)
1531{ 1765{
1532 object *tmp = NULL; 1766 object *tmp = NULL;
1533 mapstruct *m; 1767 maptile *m;
1534 int i, mflags, found, number; 1768 int i, mflags, found, number;
1535 sint16 x, y; 1769 sint16 x, y;
1536 1770
1537 if (op->map == NULL) 1771 if (op->map == NULL)
1538 return find_arrow(op, type); 1772 return find_arrow (op, type);
1539 1773
1540 /* do a dex check */ 1774 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1775 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1776 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1777 return find_arrow (op, type);
1544 1778
1545 m = op->map; 1779 m = op->map;
1546 x = op->x; 1780 x = op->x;
1547 y = op->y; 1781 y = op->y;
1548 1782
1549 /* find the first target */ 1783 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1784 for (i = 0, found = 0; i < 20; i++)
1785 {
1551 x += freearr_x[dir]; 1786 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1787 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1789 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1790 {
1555 tmp = NULL; 1791 tmp = NULL;
1792 break;
1793 }
1794 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1795 {
1796 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1797 * perhaps a bad assumption.
1798 */
1799 tmp = NULL;
1800 break;
1801 }
1802 if (mflags & P_IS_ALIVE)
1803 {
1804 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1805 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1806 {
1807 found++;
1808 break;
1809 }
1810 if (found)
1556 break; 1811 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1812 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1813 }
1574 if (tmp == NULL) 1814 if (tmp == NULL)
1575 return find_arrow(op, type); 1815 return find_arrow (op, type);
1576 1816
1577 if (tmp->head) 1817 if (tmp->head)
1578 tmp = tmp->head; 1818 tmp = tmp->head;
1579 1819
1580 return find_better_arrow(op, tmp, type, &i); 1820 return find_better_arrow (op, tmp, type, &i);
1581} 1821}
1582 1822
1583/* 1823/*
1584 * Creature fires a bow - op can be monster or player. Returns 1824 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1825 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1828 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1829 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1830 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1831 * player fire modes.
1592 */ 1832 */
1833int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1835{
1596 object *left, *bow; 1836 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1837 int bowspeed, mflags;
1599 mapstruct *m; 1838 maptile *m;
1600 1839
1601 if (!dir) { 1840 if (!dir)
1841 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1843 return 0;
1604 } 1844 }
1605 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1846 bow = op->contr->ranges[range_bow];
1607 else { 1847 else
1848 {
1608 for(bow=op->inv; bow; bow=bow->below) 1849 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1850 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1851 * don't need to switch back and forth between bows and weapons.
1611 */ 1852 */
1612 if(bow->type==BOW) 1853 if (bow->type == BOW)
1613 break; 1854 break;
1614 1855
1615 if (!bow) { 1856 if (!bow)
1857 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1859 return 0;
1618 } 1860 }
1619 } 1861 }
1620 if( !bow->race || !bow->skill) { 1862 if (!bow->race || !bow->skill)
1863 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1865 return 0;
1623 } 1866 }
1624 1867
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1869
1627 /* penalize ROF for bestarrow */ 1870 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1) 1873 if (bowspeed < 1)
1631 bowspeed = 1; 1874 bowspeed = 1;
1632 1875
1633 if (arrow == NULL) { 1876 if (arrow == NULL)
1877 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1878 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 {
1635 if (op->type == PLAYER) 1880 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1883 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1884 CLEAR_FLAG (op, FLAG_READY_BOW);
1641 return 0; 1885 return 0;
1642 } 1886 }
1643 } 1887 }
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1889 if (mflags & P_OUT_OF_MAP)
1890 {
1646 return 0; 1891 return 0;
1647 } 1892 }
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1896 return 0;
1651 } 1897 }
1652 1898
1653 /* this should not happen, but sometimes does */ 1899 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1900 if (arrow->nrof == 0)
1901 {
1655 remove_ob(arrow); 1902 remove_ob (arrow);
1656 free_object(arrow); 1903 free_object (arrow);
1657 return 0; 1904 return 0;
1658 } 1905 }
1659 1906
1660 left = arrow; /* these are arrows left to the player */ 1907 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1908 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1909 if (arrow == NULL)
1910 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1912 return 0;
1667 } 1913 }
1668 set_owner(arrow, op); 1914 set_owner (arrow, op);
1669 if (arrow->skill) free_string(arrow->skill);
1670 arrow->skill = add_refcount(bow->skill); 1915 arrow->skill = bow->skill;
1671 1916
1672 arrow->direction=dir; 1917 arrow->direction = dir;
1673 arrow->x = sx; 1918 arrow->x = sx;
1674 arrow->y = sy; 1919 arrow->y = sy;
1675 1920
1676 if (op->type == PLAYER) { 1921 if (op->type == PLAYER)
1922 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1924 fix_player (op);
1679 } 1925 }
1680 1926
1681 SET_ANIMATION(arrow, arrow->direction); 1927 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1929 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1930 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1931 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1932 arrow->spellarg = strdup_local (arrow->slaying);
1687 1933
1688 /* Note that this was different for monsters - they got their level 1934 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper. 1935 * added to the damage. I think the strength bonus is more proper.
1690 */ 1936 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1696 /* update the speed */ 1940 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 0 : dam_bonus[op->stats.Str]) + 1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1943
1702 if (arrow->speed < 1.0) 1944 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0; 1945 arrow->speed = 1.0;
1704 update_ob_speed(arrow); 1946 update_ob_speed (arrow);
1705 arrow->speed_left = 0; 1947 arrow->speed_left = 0;
1706 1948
1707 if (op->type == PLAYER) { 1949 if (op->type == PLAYER)
1950 {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) - 1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712 1954
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1956 }
1957 else
1958 {
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1716 arrow->stats.wc + wc_mod;
1717
1718 arrow->level = op->level; 1960 arrow->level = op->level;
1719 } 1961 }
1962
1720 if (arrow->attacktype == AT_PHYSICAL) 1963 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype; 1964 arrow->attacktype |= bow->attacktype;
1965
1722 if (bow->slaying != NULL) 1966 if (bow->slaying != NULL)
1723 arrow->slaying = add_string(bow->slaying); 1967 arrow->slaying = bow->slaying;
1724 1968
1725 arrow->map = m; 1969 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1970 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1972
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count;
1731 insert_ob_in_map(arrow, m, op, 0); 1974 insert_ob_in_map (arrow, m, op, 0);
1732 1975
1733 if (!was_destroyed(arrow, tag)) 1976 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1977 move_arrow (arrow);
1735 1978
1736 if (op->type == PLAYER) { 1979 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1980 {
1981 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1982 esrv_del_item (op->contr, left->count);
1739 else 1983 else
1740 esrv_send_item(op, left); 1984 esrv_send_item (op, left);
1741 } 1985 }
1986
1742 return 1; 1987 return 1;
1743} 1988}
1744 1989
1745/* Special fire code for players - this takes into 1990/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1991 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1992 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1993 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1994 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1995 * hence the function name.
1751 */ 1996 */
1997int
1752int player_fire_bow(object *op, int dir) 1998player_fire_bow (object *op, int dir)
1753{ 1999{
1754 int ret=0, wcmod=0; 2000 int ret = 0, wcmod = 0;
1755 2001
1756 if (op->contr->bowtype == bow_bestarrow) { 2002 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 2003 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 2005 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 2009 wcmod = -1;
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 2011 }
1765 } else if (op->contr->bowtype == bow_threewide) { 2012 else if (op->contr->bowtype == bow_threewide)
2013 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2015 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2016 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2017 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 2018 else if (op->contr->bowtype == bow_spreadshot)
2019 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2022 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 2023
1774 } else { 2024 }
2025 else
2026 {
1775 /* Simple case */ 2027 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 2029 }
1778 return ret; 2030 return ret;
1779} 2031}
1780 2032
1781 2033
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 2034/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 2035 * Broken apart from 'fire' to keep it more readable.
1784 */ 2036 */
2037void
1785void fire_misc_object(object *op, int dir) 2038fire_misc_object (object *op, int dir)
1786{ 2039{
1787 object *item; 2040 object *item;
1788 2041
1789 if (!op->contr->ranges[range_misc]) { 2042 if (!op->contr->ranges[range_misc])
2043 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 2045 return;
1792 } 2046 }
1793 2047
1794 item = op->contr->ranges[range_misc]; 2048 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 2049 if (!item->inv)
2050 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 2051 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 2052 return;
1798 } 2053 }
1799 if (item->type == WAND) { 2054 if (item->type == WAND)
2055 {
1800 if(item->stats.food<=0) { 2056 if (item->stats.food <= 0)
2057 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1803 return; 2060 return;
1804 } 2061 }
2062 }
1805 } else if (item->type == ROD || item->type==HORN) { 2063 else if (item->type == ROD || item->type == HORN)
2064 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 2068 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 2070 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 2072 return;
1815 } 2073 }
1816 } 2074 }
1817 2075
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 2076 if (cast_spell (op, item, dir, item->inv, NULL))
2077 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2078 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 2079 if (item->type == WAND)
2080 {
1821 if (!(--item->stats.food)) { 2081 if (!(--item->stats.food))
2082 {
1822 object *tmp; 2083 object *tmp;
2084
1823 if (item->arch) { 2085 if (item->arch)
2086 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 2087 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 2088 item->face = item->arch->clone.face;
1826 item->speed = 0; 2089 item->speed = 0;
1827 update_ob_speed(item); 2090 update_ob_speed (item);
1828 } 2091 }
1829 if ((tmp=is_player_inv(item))) 2092 if ((tmp = is_player_inv (item)))
1830 esrv_update_item(UPD_ANIM, tmp, item); 2093 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 2094 }
1832 } 2095 }
1833 else if (item->type == ROD || item->type==HORN) { 2096 else if (item->type == ROD || item->type == HORN)
2097 {
1834 drain_rod_charge(item); 2098 drain_rod_charge (item);
1835 } 2099 }
1836 } 2100 }
1837} 2101}
1838 2102
1839/* Received a fire command for the player - go and do it. 2103/* Received a fire command for the player - go and do it.
1840 */ 2104 */
2105void
1841void fire(object *op,int dir) { 2106fire (object *op, int dir)
2107{
1842 int spellcost=0; 2108 int spellcost = 0;
1843 2109
1844 /* check for loss of invisiblity/hide */ 2110 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 2111 if (action_makes_visible (op))
2112 make_visible (op);
1846 2113
1847 switch(op->contr->shoottype) { 2114 switch (op->contr->shoottype)
2115 {
1848 case range_none: 2116 case range_none:
2117 return;
2118
2119 case range_bow:
2120 player_fire_bow (op, dir);
2121 return;
2122
2123 case range_magic: /* Casting spells */
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2125 return;
2126
2127 case range_misc:
2128 fire_misc_object (op, dir);
2129 return;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1849 return; 2147 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 2148 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
1885 default: 2154 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 2156 return;
1888 } 2157 }
1889} 2158}
1890 2159
1891 2160
1892 2161
1899 * inv is the objects inventory to searched 2168 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 2169 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 2170 * This function can be called recursively to search containers.
1902 */ 2171 */
1903 2172
2173object *
1904object * find_key(object *pl, object *container, object *door) 2174find_key (object *pl, object *container, object *door)
1905{ 2175{
1906 object *tmp,*key; 2176 object *tmp, *key;
1907 2177
1908 /* Should not happen, but sanity checking is never bad */ 2178 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 2179 if (container->inv == NULL)
2180 return NULL;
1910 2181
1911 /* First, lets try to find a key in the top level inventory */ 2182 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2184 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 2185 if (door->type == DOOR && tmp->type == KEY)
2186 break;
1914 /* For sanity, we should really check door type, but other stuff 2187 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 2188 * (like containers) can be locked with special keys
1916 */ 2189 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 2191 break;
1919 } 2192 }
1920 /* No key found - lets search inventories now */ 2193 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 2194 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 2195 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 2196 * a key, return
1924 */ 2197 */
1925 if (!tmp) { 2198 if (!tmp)
2199 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2201 {
1927 /* No reason to search empty containers */ 2202 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 2203 if (tmp->type == CONTAINER && tmp->inv)
2204 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2205 if ((key = find_key (pl, tmp, door)) != NULL)
2206 return key;
1930 } 2207 }
1931 } 2208 }
2209 if (!tmp)
1932 if (!tmp) return NULL; 2210 return NULL;
1933 } 2211 }
1934 /* We get down here if we have found a key. Now if its in a container, 2212 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 2213 * see if we actually want to use it
1936 */ 2214 */
1937 if (pl!=container) { 2215 if (pl != container)
2216 {
1938 /* Only let players use keys in containers */ 2217 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 2218 if (!pl->contr)
2219 return NULL;
1940 /* cases where this fails: 2220 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 2221 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 2222 * are not in the players inventory.
1943 * If the container is not active, return now since only active 2223 * If the container is not active, return now since only active
1944 * containers can be used. 2224 * containers can be used.
1945 * If we only search keyrings and the container does not have 2225 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 2226 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 2227 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 2228 * inv must have been an container and must have been active.
1949 * 2229 *
1950 * Change the color so that the message doesn't disappear with 2230 * Change the color so that the message doesn't disappear with
1951 * all the others. 2231 * all the others.
1952 */ 2232 */
1953 if (pl->contr->usekeys == key_inventory || 2233 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 2234 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 2235 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 2236 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 2239 return NULL;
1962 } 2240 }
1963 } 2241 }
1964 return tmp; 2242 return tmp;
1965} 2243}
1966 2244
1967/* moved door processing out of move_player_attack. 2245/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 2246 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 2247 * such that the caller should not do anything more,
1970 * 0 otherwise 2248 * 0 otherwise
1971 */ 2249 */
2250static int
1972static int player_attack_door(object *op, object *door) 2251player_attack_door (object *op, object *door)
1973{ 2252{
1974 2253
1975 /* If its a door, try to find a use a key. If we do destroy the door, 2254 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 2255 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 2256 * otherwise, we fall through to the rest of the code.
1978 */ 2257 */
1979 object *key=find_key(op, op, door); 2258 object *key = find_key (op, op, door);
1980 2259
1981 /* IF we found a key, do some extra work */ 2260 /* IF we found a key, do some extra work */
1982 if (key) { 2261 if (key)
2262 {
1983 object *container=key->env; 2263 object *container = key->env;
1984 2264
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 2266 if (action_makes_visible (op))
2267 make_visible (op);
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op);
1988 if (door->type == DOOR) { 2270 if (door->type == DOOR)
2271 {
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 } 2273 }
1991 else if(door->type==LOCKED_DOOR) { 2274 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2275 {
1993 "You open the door with the %s", query_short_name(key)); 2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2(door); /* remove door without violence ;-) */ 2277 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2278 }
1996 /* Do this after we print the message */ 2279 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2280 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2281 /* Need to update the weight the container the key was in */
1999 if (container != op) 2282 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2283 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 2284 return 1; /* Nothing more to do below */
2285 }
2002 } else if (door->type==LOCKED_DOOR) { 2286 else if (door->type == LOCKED_DOOR)
2287 {
2003 /* Might as well return now - no other way to open this */ 2288 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2290 return 1;
2006 } 2291 }
2007 return 0; 2292 return 0;
2008} 2293}
2009 2294
2010/* This function is just part of a breakup from move_player. 2295/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2296 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2297 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2298 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2299 * going to try and move (not fire weapons).
2015 */ 2300 */
2016 2301
2302void
2017void move_player_attack(object *op, int dir) 2303move_player_attack (object *op, int dir)
2018{ 2304{
2019 object *tmp, *mon; 2305 object *tmp, *mon;
2020 sint16 nx, ny; 2306 sint16 nx, ny;
2021 int on_battleground; 2307 int on_battleground;
2022 mapstruct *m; 2308 maptile *m;
2023 2309
2024 nx=freearr_x[dir]+op->x; 2310 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2311 ny = freearr_y[dir] + op->y;
2026 2312
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2313 on_battleground = op_on_battleground (op, NULL, NULL);
2028 2314
2029 /* If braced, or can't move to the square, and it is not out of the 2315 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2316 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2317 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2318 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2319 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2320 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2321 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2322 * move_ob uses.
2037 */ 2323 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2040 m = get_map_from_coord(op->map, &nx, &ny); 2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2041 if (!m) return; /* Don't think this should happen */ 2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2042 } 2336 {
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space
2346 */
2347 while (tmp != NULL)
2348 {
2349 if (tmp == op)
2350 {
2351 tmp = tmp->above;
2352 continue;
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp;
2357 break;
2358 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363
2364 if (mon == NULL) /* This happens anytime the player tries to move */
2365 return; /* into a wall */
2366
2367 if (mon->head != NULL)
2368 mon = mon->head;
2369
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon))
2372 return;
2373
2374 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them.
2380 */
2381
2382 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive.
2385 */
2386 if ((op->type == PLAYER)
2387#if COZY_SERVER
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2391#else
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 {
2396 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced)
2047 return; 2398 return;
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op);
2403 return;
2048 } 2404 }
2049 2405
2050 mon = NULL; 2406 /* in certain circumstances, you shouldn't attack friendly
2051 /* Go through all the objects, and find ones of interest. Only stop if 2407 * creatures. Note that if you are braced, you can't push
2052 * we find a monster - that is something we know we want to attack. 2408 * someone, but put it inside this loop so that you won't
2053 * if its a door or barrel (can roll) see if there may be monsters 2409 * attack them either.
2054 * on the space
2055 */ 2410 */
2056 while (tmp!=NULL) { 2411 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2413#ifdef PROHIBIT_PLAYERKILL
2059 continue; 2414 (op->contr->peaceful
2415 || (mon->type == PLAYER
2416 && mon->contr->
2417 peaceful)) &&
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 {
2423 if (!op->contr->braced)
2424 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op);
2060 } 2427 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2428 else
2062 mon = tmp; 2429 {
2063 break; 2430 new_draw_info (0, 0, op, "You withhold your attack");
2064 } 2431 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2432 if (op->contr->tmp_invis || op->hide)
2066 mon = tmp; 2433 make_visible (op);
2067 tmp=tmp->above; 2434 }
2435
2436 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced.
2438 */
2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2068 } 2440 {
2069 2441 recursive_roll (mon, dir, op);
2070 if (mon==NULL) /* This happens anytime the player tries to move */ 2442 if (action_makes_visible (op))
2071 return; /* into a wall */ 2443 make_visible (op);
2444 }
2072 2445
2073 if(mon->head != NULL) 2446 /* Any generic living creature. Including things like doors.
2074 mon = mon->head; 2447 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen.
2451 */
2075 2452
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2077 if (player_attack_door(op, mon)) return; 2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 {
2078 2456
2079 /* The following deals with possibly attacking peaceful 2457 /* If the player hasn't hit something this tick, and does
2080 * or frienddly creatures. Basically, all players are considered 2458 * so, give them speed boost based on weapon speed. Doing
2081 * unaggressive. If the moving player has peaceful set, then the 2459 * it here is better than process_players2, which basically
2082 * object should be pushed instead of attacked. It is assumed that 2460 * incurred a 1 tick offset.
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2461 */
2086 2462 if (!op->contr->has_hit)
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2463 {
2127 if (!op->contr->braced) { 2464 op->speed_left += op->speed / op->contr->weapon_sp;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2465
2129 (void) push_ob(mon,dir,op); 2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 } 2467 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2468
2136 /* If the object is a boulder or other rollable object, then 2469 skill_attack (mon, op, 0, NULL, NULL);
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op);
2142 }
2143 2470
2144 /* Any generic living creature. Including things like doors. 2471 /* If attacking another player, that player gets automatic
2145 * Way it works is like this: First, it must have some hit points 2472 * hitback, and doesn't loose luck either.
2146 * and be living. Then, it must be one of the following: 2473 * Disable hitback on the battleground or if the target is
2147 * 1) Not a player, 2) A player, but of a different party. Note 2474 * the wiz.
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */ 2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2160 if (!op->contr->has_hit) { 2480 mon->contr->has_hit = 1;
2161 op->speed_left += op->speed / op->contr->weapon_sp; 2481 skill_attack (op, mon, 0, NULL, NULL);
2162 2482 mon->stats.luck = luck;
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2483 }
2165 2484 if (action_makes_visible (op))
2166 skill_attack(mon, op, 0, NULL, NULL); 2485 make_visible (op);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 } 2486 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2487 } /* if player should attack something */
2183} 2488}
2184 2489
2490int
2185int move_player(object *op,int dir) { 2491move_player (object *op, int dir)
2492{
2186 int pick; 2493 int pick;
2187 2494
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
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; 2496 return 0;
2497
2498 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9))
2500 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0;
2503 }
2504
2505 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508
2509 op->facing = dir;
2510
2511 if (op->hide)
2512 do_hidden_move (op);
2513
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ;
2516 else if (op->contr->fire_on)
2517 fire (op, dir);
2518 else
2519 {
2520 move_player_attack (op, dir);
2521 pick = check_pick (op);
2522 }
2523
2524 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing.
2526 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir;
2530 }
2531 else
2532 {
2533 op->direction = 0;
2534 }
2535 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities
2537 * for players.
2538 */
2539 animate_object (op, op->facing);
2540 return 0;
2229} 2541}
2230 2542
2231/* This is similar to handle_player, below, but is only used by the 2543/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2544 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2545 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2546 * the new speed values for commands.
2235 * 2547 *
2236 * Returns true if there are more actions we can do. 2548 * Returns true if there are more actions we can do.
2237 */ 2549 */
2550int
2238int handle_newcs_player(object *op) 2551handle_newcs_player (object *op)
2239{ 2552{
2240 if (op->contr->hidden) { 2553 if (op->contr->hidden)
2554 {
2241 op->invisible = 1000; 2555 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2556 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2557 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2558 * alternate it here for it to work correctly.
2245 */ 2559 */
2246 if (pticks & 2) op->invisible--; 2560 if (pticks & 2)
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2250 if(!op->invisible) { 2566 if (!op->invisible)
2567 {
2251 make_visible(op); 2568 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2570 }
2254 } 2571 }
2255 2572
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2573 if (QUERY_FLAG (op, FLAG_SCARED))
2574 {
2257 flee_player(op); 2575 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2576 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 {
2260 op->speed_left--; 2579 op->speed_left--;
2261 return 0; 2580 return 0;
2262 } 2581 }
2263 } 2582 }
2264 2583
2265 /* I've been seeing crashes where the golem has been destroyed, but 2584 /* 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 2585 * 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 2586 * 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. 2587 * put this in a a workaround to clean up the golem pointer.
2269 */ 2588 */
2270 if (op->contr->ranges[range_golem] && 2589 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2591 {
2273 op->contr->ranges[range_golem] = NULL; 2592 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2593 op->contr->golem_count = 0;
2275 } 2594 }
2276 2595
2277 /* call this here - we also will call this in do_ericserver, but 2596 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2597 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2598 * called, so we recheck it here.
2280 */ 2599 */
2281 HandleClient(&op->contr->socket, op->contr); 2600 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2601 if (op->speed_left < 0)
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0; 2602 return 0;
2297}
2298 2603
2299int save_life(object *op) { 2604 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2300 object *tmp; 2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2301 2608
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction);
2614 if (op->speed_left > 0)
2615 return 1;
2616 else
2303 return 0; 2617 return 0;
2618 }
2619 return 0;
2620}
2304 2621
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2622int
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2623save_life (object *op)
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2624{
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2625 object *tmp;
2309 "Your %s vibrates violently, then evaporates.", 2626
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); 2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2628 return 0;
2629
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2635 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp);
2638 free_object (tmp);
2639 CLEAR_FLAG (op, FLAG_LIFESAVE);
2640 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food < 0)
2643 op->stats.food = 999;
2644 fix_player (op);
2645 return 1;
2646 }
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */
2650 return 0;
2327} 2651}
2328 2652
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2653/* 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 2654 * 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 2655 * function will descend into containers. op is the object to start the search
2332 * from. 2656 * from.
2333 */ 2657 */
2658void
2334void remove_unpaid_objects(object *op, object *env) 2659remove_unpaid_objects (object *op, object *env)
2335{ 2660{
2336 object *next; 2661 object *next;
2337 2662
2338 while (op) { 2663 while (op)
2664 {
2339 next=op->below; /* Make sure we have a good value, in case 2665 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2666 * we remove object 'op'
2341 */ 2667 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2668 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 {
2343 remove_ob(op); 2670 remove_ob (op);
2344 op->x = env->x; 2671 op->x = env->x;
2345 op->y = env->y; 2672 op->y = env->y;
2346 if (env->type == PLAYER) 2673 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2674 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2675 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2676 }
2677 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2678 remove_unpaid_objects (op->inv, env);
2351 op=next; 2679 op = next;
2352 } 2680 }
2353} 2681}
2354 2682
2355 2683
2356/* 2684/*
2358 * Moved from apply.c to player.c - player.c is what 2686 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2687 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2688 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2689 * but there isn't one in the server directory.
2362 */ 2690 */
2691char *
2363char *gravestone_text (object *op) 2692gravestone_text (object *op)
2364{ 2693{
2365 static char buf2[MAX_BUF]; 2694 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2695 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2696 time_t now = time (NULL);
2368 2697
2369 strcpy (buf2, " R.I.P.\n\n"); 2698 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2699 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2701 else
2373 sprintf (buf, "%s\n", op->name); 2702 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2703 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2704 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2706 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2707 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2708 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2710 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2711 if (op->type == PLAYER)
2712 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2713 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2714 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2715 strcat (buf2, buf);
2386 } 2716 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2719 strcat (buf2, buf);
2390 return buf2; 2720 return buf2;
2391} 2721}
2392 2722
2393 2723
2394 2724
2725void
2395void do_some_living(object *op) { 2726do_some_living (object *op)
2727{
2396 int last_food=op->stats.food; 2728 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2729 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2730 int over_hp, over_sp, over_grace;
2399 int i; 2731 int i;
2400 int rate_hp = 1200; 2732 int rate_hp = 1200;
2401 int rate_sp = 2500; 2733 int rate_sp = 2500;
2402 int rate_grace = 2000; 2734 int rate_grace = 2000;
2403 const int max_hp = 1; 2735 const int max_hp = 1;
2404 const int max_sp = 1; 2736 const int max_sp = 1;
2405 const int max_grace = 1; 2737 const int max_grace = 1;
2406 2738
2407 if (op->contr->outputs_sync) { 2739 if (op->contr->outputs_sync)
2740 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2742 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]); 2743 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2744 }
2413 2745
2414 if(op->contr->state==ST_PLAYING) { 2746 if (op->contr->state == ST_PLAYING)
2747 {
2415 2748
2416 /* these next three if clauses make it possible to SLOW DOWN 2749 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2750 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2751 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2753 else
2754 {
2421 gen_hp = op->stats.maxhp; 2755 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2757 }
2424 if(op->contr->gen_sp >= 0 ) 2758 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2760 else
2761 {
2427 gen_sp = op->stats.maxsp; 2762 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2764 }
2430 if(op->contr->gen_grace >= 0) 2765 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2767 else
2768 {
2433 gen_grace = op->stats.maxgrace; 2769 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2771 }
2436 2772
2437 /* Regenerate Spell Points */ 2773 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2776 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) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
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) { 2777 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2778 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2779 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2780 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2781 if (!QUERY_FLAG (op, FLAG_WIZ))
2782 {
2783 op->stats.food--;
2784 if (op->contr->digestion < 0)
2785 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food;
2461 } 2788 }
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
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 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;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 2789 }
2790 if (max_sp > 1)
2791 {
2792 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0)
2794 {
2795 if (op->stats.sp < op->stats.maxsp)
2796 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--;
2800 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp;
2802 }
2803 op->last_sp = 0;
2804 }
2805 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 }
2485 } else { 2810 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 }
2815
2816 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0)
2819 {
2820 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */
2822 if (max_grace > 1)
2823 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0)
2826 {
2827 op->stats.sp += over_grace
2828 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2829 op->last_grace = 0;
2830 }
2831 else
2832 {
2833 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2834 }
2835 }
2836 else
2837 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2838 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2839 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2840 /* wearing stuff doesn't detract from grace generation. */
2489 } 2841 }
2490 2842
2491 /* Regenerate Hit Points */ 2843 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2844 if (--op->last_heal < 0)
2845 {
2493 if(op->stats.hp<op->stats.maxhp) { 2846 if (op->stats.hp < op->stats.maxhp)
2847 {
2494 op->stats.hp++; 2848 op->stats.hp++;
2495 /* dms do not consume food */ 2849 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2850 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2851 {
2852 op->stats.food--;
2498 if(op->contr->digestion<0) 2853 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2854 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2855 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; 2856 op->stats.food = last_food;
2857 }
2858 }
2859 if (max_hp > 1)
2860 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0)
2863 {
2864 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2865 op->last_heal = 0;
2866 }
2867 else
2868 {
2869 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2870 }
2871 }
2872 else
2873 {
2874 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2875 }
2503 } 2876 }
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 2877
2519 /* Digestion */ 2878 /* Digestion */
2520 if(--op->last_eat<0) { 2879 if (--op->last_eat < 0)
2880 {
2521#ifdef COZY_SERVER 2881#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2884#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2885 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 2886#endif
2529 2887
2530 if(op->contr->gen_hp > 0) 2888 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2890 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2892 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2893 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2894 op->stats.food--;
2895 }
2537 } 2896 }
2538 2897
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2899 {
2540 object *tmp, *flesh=NULL; 2900 object *tmp, *flesh = NULL;
2541 2901
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2903 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2909 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2910 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2911 break;
2549 } 2912 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2913 else if (tmp->type == FLESH)
2914 flesh = tmp;
2551 } /* End if paid for object */ 2915 } /* End if paid for object */
2552 } /* end of for loop */ 2916 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2917 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2918 * eat flesh instead.
2555 */ 2919 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2923 manual_apply (op, flesh, 0);
2559 } 2924 }
2560 } /* end if player is starving */ 2925 } /* end if player is starving */
2561 2926
2562 while(op->stats.food<0&&op->stats.hp>0) 2927 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2928 op->stats.food++, op->stats.hp--;
2564 2929
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2931 kill_player (op);
2567} 2932}
2568 2933
2569 2934
2570 2935
2571/* If the player should die (lack of hp, food, etc), we call this. 2936/* 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 2937 * 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 2938 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2939 * file.
2575 */ 2940 */
2941void
2576void kill_player(object *op) 2942kill_player (object *op)
2577{ 2943{
2578 char buf[MAX_BUF]; 2944 char buf[MAX_BUF];
2579 int x,y,i; 2945 int x, y;
2946
2947 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2948 maptile *map; /* this is for resurrection */
2949
2581 int z; 2950 /* int z;
2582 int num_stats_lose; 2951 int num_stats_lose;
2583 int lost_a_stat; 2952 int lost_a_stat;
2584 int lose_this_stat; 2953 int lose_this_stat;
2585 int this_stat; 2954 int this_stat; */
2586 int will_kill_again; 2955 int will_kill_again;
2587 archetype *at; 2956 archetype *at;
2588 object *tmp; 2957 object *tmp;
2589 2958
2590 if(save_life(op)) 2959 if (save_life (op))
2591 return; 2960 return;
2592 2961
2593 2962
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2963 /* 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. 2964 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2965 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2966 */
2598 if (op_on_battleground(op, &x, &y)) { 2967 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2968 {
2600 "You have been defeated in combat!"); 2969 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, 2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2971
2603
2604 /* restore player */ 2972 /* restore player */
2605 at = find_archetype("poisoning"); 2973 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2974 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2975 if (tmp)
2976 {
2608 remove_ob(tmp); 2977 remove_ob (tmp);
2609 free_object(tmp); 2978 free_object (tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2980 }
2612 2981
2613 at = find_archetype("confusion"); 2982 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2984 if (tmp)
2985 {
2616 remove_ob(tmp); 2986 remove_ob (tmp);
2617 free_object(tmp); 2987 free_object (tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2989 }
2620 2990
2621 cure_disease(op,0); /* remove any disease */ 2991 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2993 if (op->stats.food <= 0)
2624 2994 op->stats.food = 999;
2995
2625 /* create a bodypart-trophy to make the winner happy */ 2996 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2997 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2998 if (tmp != NULL)
2628 { 2999 {
2629 sprintf(buf,"%s's finger",op->name); 3000 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 3001 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 3002 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 3003 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 3005 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 3006 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 3007 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 3008 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 3009 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 3010 }
3011
2642 /* teleport defeated player to new destination*/ 3012 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 3013 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 3014 op->contr->braced = 0;
2645 return; 3015 return;
2646 } 3016 }
2647 3017
2648 INVOKE_PLAYER (DEATH, op->contr); 3018 INVOKE_PLAYER (DEATH, op->contr);
2649 3019
2650 command_kill_pets (op, 0); 3020 command_kill_pets (op, 0);
2651 3021
2652 if(op->stats.food<0) { 3022 if (op->stats.food < 0)
3023 {
2653 if (op->contr->explore) { 3024 if (op->contr->explore)
3025 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3026 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..."); 3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3028 op->stats.food = 999;
2657 return; 3029 return;
2658 } 3030 }
2659 sprintf(buf,"%s starved to death.",op->name); 3031 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3032 strcpy (op->contr->killer, "starvation");
3033 }
3034 else
2661 } 3035 {
2662 else {
2663 if (op->contr->explore) { 3036 if (op->contr->explore)
3037 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3038 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..."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3040 op->stats.hp = op->stats.maxhp;
2667 return; 3041 return;
2668 } 3042 }
2669 sprintf(buf,"%s died.",op->name); 3043 sprintf (buf, "%s died.", &op->name);
2670 } 3044 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3046
2673 /* save the map location for corpse, gravestone*/ 3047 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3048 x = op->x;
3049 y = op->y;
3050 map = op->map;
2675 3051
2676 3052
2677 if (settings.not_permadeth == TRUE) { 3053 if (settings.not_permadeth == TRUE)
3054 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3055 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3056 * 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. 3057 * See the config.h file for a little more in depth detail about this.
2681 */ 3058 */
2682 3059
2683 /* Basically two ways to go - remove a stat permanently, or just 3060 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3061 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3062 * of death.
2686 */ 3063 */
2687#ifndef COZY_SERVER 3064#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3065 if (settings.balanced_stat_loss)
3066 {
2689 /* If stat loss is permanent, lose one stat only. */ 3067 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3068 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3069 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3070 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3071 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3072 little bit harder. */
2695 /* GD */ 3073 /* GD */
2696 if (settings.stat_loss_on_death) 3074 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 3075 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else
2702 } 3080 {
3081 num_stats_lose = 1;
3082 }
2703 lost_a_stat = 0; 3083 lost_a_stat = 0;
2704 3084
2705 for (z=0; z<num_stats_lose; z++) { 3085 for (z = 0; z < num_stats_lose; z++)
3086 {
2706 i = RANDOM() % NUM_STATS; 3087 i = RANDOM () % NUM_STATS;
2707 3088
2708 if (settings.stat_loss_on_death) { 3089 if (settings.stat_loss_on_death)
3090 {
2709 /* Pick a random stat and take a point off it. Tell the player 3091 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 3092 * what he lost.
2711 */ 3093 */
2712 change_attr_value(&(op->stats), i,-1); 3094 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 3095 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 3096 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 3097 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 3099 lost_a_stat = 1;
3100 }
2718 } else { 3101 else
3102 {
2719 /* deplete a stat */ 3103 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 3104 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 3105 object *dep;
2722 3106
2723 dep = present_arch_in_ob(deparch,op); 3107 dep = present_arch_in_ob (deparch, op);
2724 if(!dep) { 3108 if (!dep)
3109 {
2725 dep = arch_to_object(deparch); 3110 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 3111 insert_ob_in_ob (dep, op);
2727 } 3112 }
2728 lose_this_stat = 1; 3113 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 3114 if (settings.balanced_stat_loss)
3115 {
2730 /* GD */ 3116 /* GD */
2731 /* Get the stat that we're about to deplete. */ 3117 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 3118 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 3119 if (this_stat < 0)
3120 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 3122 int keep_chance = this_stat * this_stat;
3123
2736 /* Yes, I am paranoid. Sue me. */ 3124 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 3125 if (keep_chance < 1)
2738 keep_chance = 1; 3126 keep_chance = 1;
2739 3127
2740 /* There is a maximum depletion total per level. */ 3128 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2742 lose_this_stat = 0; 3138 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", 3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance, 3140 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 3141 lose_this_stat?"LOSE":"KEEP"); */
2752 } 3142 }
2753 } 3143 }
2754 } 3144 }
2755 3145
2756 if (lose_this_stat) { 3146 if (lose_this_stat)
3147 {
2757 this_stat = get_attr_value(&(dep->stats), i); 3148 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3149 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3150 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3151 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3152 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3153 * difference.
2763 */ 3154 */
2764 if (this_stat>=-50) { 3155 if (this_stat >= -50)
3156 {
2765 change_attr_value(&(dep->stats), i, -1); 3157 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3158 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3160 fix_player (op);
2769 lost_a_stat = 1; 3161 lost_a_stat = 1;
2770 } 3162 }
2771 } 3163 }
2772 } 3164 }
2773 } 3165 }
2774 /* If no stat lost, tell the player. */ 3166 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3167 if (!lost_a_stat)
2776 { 3168 {
2777 /* determine_god() seems to not work sometimes... why is this? 3169 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3170 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3171 const char *god = determine_god (op);
3172
2780 if (god && (strcmp(god, "none"))) 3173 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3174 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"
2783 " you.", god);
2784 else 3175 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2786 " feel a holy presence protecting you."); 3177 }
3178#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180
3181 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone.
3183 */
3184 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf;
3189 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);
3190 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0);
3193
3194 /**************************************/
3195 /* */
3196 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */
3199 /* */
3200
3201 /**************************************/
3202
3203 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */
3205 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op);
3207 if (tmp)
3208 {
3209 remove_ob (tmp);
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 }
3213
3214 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op);
3216 if (tmp)
3217 {
3218 remove_ob (tmp);
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 }
3222 cure_disease (op, 0); /* remove any disease */
3223
3224 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100)
3227 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231
3232 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if
3234 * the player has any unpaid items. If so, remove them and put them back
3235 * in the map.
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op);
3240
3241 /****************************************/
3242 /* */
3243 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */
3245 /* */
3246
3247 /****************************************/
3248
3249 enter_player_savebed (op);
3250
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0;
3255 save_player (op, 1);
3256
3257 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player.
3261 */
3262 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype;
3267 }
3268 if (will_kill_again)
3269 {
3270 object *force;
3271 int at;
3272
3273 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1;
3276 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100;
2787 } 3282 }
2788#endif 3283 insert_ob_in_ob (force, op);
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3284 fix_player (op);
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 3285
2792 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone.
2794 */
2795 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name);
2797 FREE_AND_COPY(tmp->name, buf);
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
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;
2807 insert_ob_in_map (tmp, op->map, NULL,0);
2808
2809 /**************************************/
2810 /* */
2811 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */
2815 /**************************************/
2816
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835 3286 }
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3287
2837 apply_death_exp_penalty(op); 3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2838 if(op->stats.food < 100) op->stats.food = 900; 3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
2839 op->stats.hp = op->stats.maxhp; 3324 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3325 op->stats.food = 999;
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 3326
2843 /* 3327 /* set the location of where the person will reappear when */
2844 * Check to see if the player is in a shop. IF so, then check to see if 3328 /* maybe resurrection code should fix map also */
2845 * the player has any unpaid items. If so, remove them and put them back 3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
2846 * in the map. 3330 if (op->map != NULL)
2847 */ 3331 op->map = NULL;
2848 3332 op->x = settings.emergency_x;
2849 if (is_in_shop (op)) 3333 op->y = settings.emergency_y;
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1); 3334 save_player (op, 0);
2866 3335 op->map = map;
2867 /* it is possible that the player has blown something up 3336 /* please see resurrection.c: peterm */
2868 * at his savebed location, and that can have long lasting 3337 dead_player (op);
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874 if (tmp->type ==SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype;
2876 }
2877 if (will_kill_again) {
2878 object *force;
2879 int at;
2880
2881 force=get_archetype(FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0;
2885 SET_FLAG(force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) {
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889 } 3338 }
2890 insert_ob_in_ob(force, op); 3339 else
2891 fix_player(op); 3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356}
3357
3358
3359void
3360loot_object (object *op)
3361{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next;
3363
3364 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368
3369 for (tmp = op->inv; tmp != NULL; tmp = next)
3370 {
3371 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible)
3373 continue;
3374 remove_ob (tmp);
3375 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */
3378 loot_object (tmp);
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3381 {
3382 if (tmp->nrof > 1)
2892 3383 {
2893 } 3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2894 /**************************************/ 3385 free_object (tmp2);
2895 /* */ 3386 insert_ob_in_map (tmp, op->map, NULL, 0);
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else {
2948 delete_character(op->name,1);
2949 } 3387 }
2950 } 3388 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2); 3389 free_object (tmp);
3390 }
3391 else
2989 insert_ob_in_map(tmp,op->map,NULL,0); 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 3393 }
2995} 3394}
2996 3395
2997/* 3396/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 3397 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 3398 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 3399 * was changed.
3001 */ 3400 */
3002 3401
3402void
3003void fix_weight(void) { 3403fix_weight (void)
3404{
3004 player *pl; 3405 player *pl;
3406
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410
3007 if(old == sum) 3411 if (old == sum)
3008 continue; 3412 continue;
3009 fix_player(pl->ob); 3413 fix_player (pl->ob);
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 3415 }
3013} 3416}
3014 3417
3418void
3015void fix_luck(void) { 3419fix_luck (void)
3420{
3016 player *pl; 3421 player *pl;
3422
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3423 for (pl = first_player; pl != NULL; pl = pl->next)
3018 if (!pl->ob->contr->state) 3424 if (!pl->ob->contr->state)
3019 change_luck(pl->ob, 0); 3425 change_luck (pl->ob, 0);
3020} 3426}
3021 3427
3022 3428
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3429/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3430 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3431 * just treat this as any other spell casting object.
3026 */ 3432 */
3027 3433
3028void 3434void
3029cast_dust (object * op, object * throw_ob, int dir) 3435cast_dust (object *op, object *throw_ob, int dir)
3030{ 3436{
3031 object *skop, *spob; 3437 object *skop, *spob;
3032 3438
3033 skop = find_skill_by_name (op, throw_ob->skill); 3439 skop = find_skill_by_name (op, throw_ob->skill);
3034 3440
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3441 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3442 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3443 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3444 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3445 return;
3041 } 3446 }
3042 3447
3043 spob = throw_ob->inv; 3448 spob = throw_ob->inv;
3044 3449
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3450 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 3451 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3452 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3453 if (!spob)
3049 { 3454 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3455 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 3456 return;
3053 } 3457 }
3054 3458
3055 if (op->type == PLAYER) 3459 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3461
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3462 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3463
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3061 remove_ob (throw_ob); 3465 remove_ob (throw_ob);
3062 free_object (throw_ob); 3466 free_object (throw_ob);
3063} 3467}
3064 3468
3469void
3065void make_visible (object *op) { 3470make_visible (object *op)
3471{
3066 op->hide = 0; 3472 op->hide = 0;
3067 op->invisible = 0; 3473 op->invisible = 0;
3068 if(op->type==PLAYER) { 3474 if (op->type == PLAYER)
3475 {
3069 op->contr->tmp_invis = 0; 3476 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3477 op->contr->invis_race = 0;
3071 } 3478 }
3072 update_object(op,UP_OBJ_FACE); 3479 update_object (op, UP_OBJ_FACE);
3073} 3480}
3074 3481
3482int
3075int is_true_undead(object *op) { 3483is_true_undead (object *op)
3484{
3076 object *tmp=NULL; 3485 object *tmp = NULL;
3077 3486
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1;
3079 3489
3080 if(op->type==PLAYER) 3490 if (op->type == PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below) 3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3084 return 0; 3495 return 0;
3085} 3496}
3086 3497
3087/* look at the surrounding terrain to determine 3498/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3499 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3500 * indicate greater hideability.
3090 */ 3501 */
3091 3502
3503int
3092int hideability(object *ob) { 3504hideability (object *ob)
3505{
3093 int i,level=0, mflag; 3506 int i, level = 0, mflag;
3094 sint16 x,y; 3507 sint16 x, y;
3095 3508
3096 if(!ob||!ob->map) return 0; 3509 if (!ob || !ob->map)
3510 return 0;
3097 3511
3098 /* so, on normal lighted maps, its hard to hide */ 3512 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3513 level = ob->map->darkness - 2;
3100 3514
3101 /* this also picks up whether the object is glowing. 3515 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3516 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3517 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3518 if (has_carried_lights (ob))
3519 level = -(10 + (2 * ob->map->darkness));
3105 3520
3106 /* scan through all nearby squares for terrain to hide in */ 3521 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3522 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3523 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3524 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3525 if (mflag & P_OUT_OF_MAP)
3526 {
3527 continue;
3528 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3529 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3530 level += 2;
3112 else /* open terrain! */ 3531 else /* open terrain! */
3113 level -= 1; 3532 level -= 1;
3114 } 3533 }
3115 3534
3116#if 0 3535#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3536 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3537#endif
3119 return level; 3538 return level;
3120} 3539}
3121 3540
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3541/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3542 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3543 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3544 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3545 */
3127 3546
3547void
3128void do_hidden_move (object *op) { 3548do_hidden_move (object *op)
3549{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3551 object *skop;
3131 3552
3132 if(!op || !op->map) return; 3553 if (!op || !op->map)
3554 return;
3133 3555
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3557
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3558 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3559 if (op->type == PLAYER && op->contr->run_on)
3560 {
3138 if(!skop || num >= skop->level) { 3561 if (!skop || num >= skop->level)
3562 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op); 3564 make_visible (op);
3141 return; 3565 return;
3566 }
3567 else
3142 } else num += 20; 3568 num += 20;
3143 } 3569 }
3144 num += op->map->difficulty; 3570 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */ 3571 hide = hideability (op); /* modify by terrain hidden level */
3146 num -= hide; 3572 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 {
3148 make_visible(op); 3575 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3576 if (op->type == PLAYER)
3150 "You moved out of hiding! You are visible!"); 3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 } 3578 }
3152 else if (op->type == PLAYER && skop) { 3579 else if (op->type == PLAYER && skop)
3580 {
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 } 3582 }
3155} 3583}
3156 3584
3157/* determine if who is standing near a hostile creature. */ 3585/* determine if who is standing near a hostile creature. */
3158 3586
3587int
3159int stand_near_hostile( object *who ) { 3588stand_near_hostile (object *who)
3589{
3160 object *tmp=NULL; 3590 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3591 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3592 maptile *m;
3163 sint16 x,y; 3593 sint16 x, y;
3164 3594
3165 if(!who) return 0; 3595 if (!who)
3596 return 0;
3166 3597
3167 if(who->type==PLAYER) player=1; 3598 if (who->type == PLAYER)
3599 player = 1;
3600
3601 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3602 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3603
3170 /* search adjacent squares */ 3604 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3605 for (i = 1; i < 9; i++)
3606 {
3172 x = who->x+freearr_x[i]; 3607 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3608 y = who->y + freearr_y[i];
3174 m = who->map; 3609 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3610 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3611 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3612 * blocked, don't need to check this space.
3178 */ 3613 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3614 if (mflags & P_OUT_OF_MAP)
3615 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3617 continue;
3618
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3183 if((player||friendly) 3620 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1;
3623 else if (tmp->type == PLAYER)
3624 {
3625 /*don't let a hidden DM prevent you from hiding */
3626 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3627 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3628 }
3192 } 3629 }
3193 } 3630 }
3194 return 0; 3631 return 0;
3195} 3632}
3196 3633
3197/* check the player los field for viewability of the 3634/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3635 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3636 * but we dont worry if the object isnt the top one in
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3643 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3644 * -b.t.
3208 * This function is now map tiling safe. 3645 * This function is now map tiling safe.
3209 */ 3646 */
3210 3647
3648int
3211int player_can_view (object *pl,object *op) { 3649player_can_view (object *pl, object *op)
3650{
3212 rv_vector rv; 3651 rv_vector rv;
3213 int dx,dy; 3652 int dx, dy;
3214 3653
3215 if(pl->type!=PLAYER) { 3654 if (pl->type != PLAYER)
3655 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3656 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3657 return -1;
3218 } 3658 }
3219 if (!pl || !op) return 0; 3659 if (!pl || !op)
3220
3221 if(op->head) { op = op->head; }
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3660 return 0;
3661
3662 if (op->head)
3663 {
3664 op = op->head;
3665 }
3666 get_rangevector (pl, op, &rv, 0x1);
3667
3668 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any
3670 * part that is in the los array but isnt on
3671 * a blocked los square.
3672 * we use the archetype to figure out offsets.
3673 */
3674 while (op)
3675 {
3676 dx = rv.distance_x + op->arch->clone.x;
3677 dy = rv.distance_y + op->arch->clone.y;
3678
3679 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values.
3682 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3686 return 1;
3687 op = op->more;
3688 }
3689 return 0;
3245} 3690}
3246 3691
3247/* routine for both players and monsters. We call this when 3692/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3693 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3694 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3695 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3696 * return 0.
3252 */ 3697 */
3698int
3253int action_makes_visible (object *op) { 3699action_makes_visible (object *op)
3700{
3254 3701
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3702 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3704 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3705 return 0;
3258 3706
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3707 if (op->contr && op->contr->tmp_invis == 0)
3708 return 0;
3260 3709
3261 /* If monsters, they should become visible */ 3710 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3711 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3712 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3713 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3714 return 1;
3265 } 3715 }
3266 } 3716 }
3267 return 0; 3717 return 0;
3268} 3718}
3269 3719
3270/* op_on_battleground - checks if the given object op (usually 3720/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3721 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3722 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3723 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3724 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3725 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3726 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3727 */
3728int
3278int op_on_battleground (object *op, int *x, int *y) { 3729op_on_battleground (object *op, int *x, int *y)
3730{
3279 object *tmp; 3731 object *tmp;
3280 3732
3281 /* A battleground-tile needs the following attributes to be valid: 3733 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3734 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3735 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3736 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3737 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3738 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3739 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3740 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3741 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3743 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3744 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3745 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3746 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3747 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3748 {
3294 object *invtmp; 3749 object *invtmp;
3750
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3751 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3752 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3753 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3754 {
3298 if (x != NULL && y != NULL) 3755 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3756 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3757 return 1;
3758 }
3301 } 3759 }
3302 } 3760 }
3303 }
3304 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3762 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3763 return 1;
3764 }
3307 } 3765 }
3308 }
3309 } 3766 }
3310 /* If we got here, did not find a battleground */ 3767 /* If we got here, did not find a battleground */
3311 return 0; 3768 return 0;
3312} 3769}
3313 3770
3314/* 3771/*
3318 * attributes: 3775 * attributes:
3319 * object *who the dragon player 3776 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3777 * int atnr the attack-number of the ability focus
3321 * int level ability level 3778 * int level ability level
3322 */ 3779 */
3780void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3781dragon_ability_gain (object *who, int atnr, int level)
3782{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3783 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3784 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3785 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3786 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3787 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3788 int i = 0, j = 0;
3330 3789
3331 /* get the appropriate treasurelist */ 3790 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3791 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3792 trlist = find_treasurelist ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3793 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3794 trlist = find_treasurelist ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3795 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3796 trlist = find_treasurelist ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3797 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3798 trlist = find_treasurelist ("dragon_ability_poison");
3340 3799
3341 if (trlist == NULL || who->type != PLAYER) 3800 if (trlist == NULL || who->type != PLAYER)
3801 return;
3802
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804
3805 if (tr == NULL || tr->item == NULL)
3806 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return;
3809 }
3810
3811 /* everything seems okay - now bring on the gift: */
3812 item = &(tr->item->clone);
3813
3814 if (item->type == SPELL)
3815 {
3816 if (check_spell_known (who, item->name))
3342 return; 3817 return;
3343 3818
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3819 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3820 do_learn_spell (who, item, 0);
3346 3821 return;
3347 if (tr == NULL || tr->item == NULL) { 3822 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3823
3824 /* grant direct spell */
3825 if (item->type == SPELLBOOK)
3826 {
3827 if (!item->inv)
3828 {
3829 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3830 return;
3831 }
3832 if (check_spell_known (who, item->inv->name))
3349 return; 3833 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3834 if (item->invisible)
3835 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3836 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3837 do_learn_spell (who, item->inv, 0);
3376 return; 3838 return;
3377 } 3839 }
3378 } 3840 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3841 else if (item->type == SKILL_TOOL && item->invisible)
3842 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3843 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3844 {
3381 3845
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3846 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3847 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3848 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3849 * but not all of them, he gets nothing.
3386 */ 3850 */
3387 if (!(skop->attacktype & item->attacktype)) { 3851 if (!(skop->attacktype & item->attacktype))
3852 {
3388 /* Give new attacktype */ 3853 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3854 skop->attacktype |= item->attacktype;
3390 3855
3391 /* always add physical if there's none */ 3856 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3857 skop->attacktype |= AT_PHYSICAL;
3393 3858
3394 if (item->msg != NULL) 3859 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3861
3397 /* Give player new face */ 3862 /* Give player new face */
3398 if (item->animation_id) { 3863 if (item->animation_id)
3864 {
3399 who->face = skop->face; 3865 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3866 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3867 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3868 who->last_anim = 0;
3403 who->state = 0; 3869 who->state = 0;
3404 animate_object(who, who->direction); 3870 animate_object (who, who->direction);
3405 } 3871 }
3406 } 3872 }
3407 } 3873 }
3408 } 3874 }
3409 else if (item->type == FORCE) { 3875 else if (item->type == FORCE)
3876 {
3410 /* forces in the treasurelist can alter the player's stats */ 3877 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3878 object *skin;
3879
3412 /* first get the dragon skin force */ 3880 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3414 skin=skin->below);
3415 if (skin == NULL) return; 3882 if (skin == NULL)
3416 3883 return;
3884
3417 /* adding new spellpath attunements */ 3885 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3888 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3889
3421 /* print message */ 3890 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3891 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3892 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3893 {
3424 if(item->path_attuned & (1<<i)) { 3894 if (item->path_attuned & (1 << i))
3895 {
3425 if (j) 3896 if (j)
3426 strcat(buf," and "); 3897 strcat (buf, " and ");
3427 else 3898 else
3428 j = 1; 3899 j = 1;
3429 strcat(buf, spellpathnames[i]); 3900 strcat (buf, spellpathnames[i]);
3430 } 3901 }
3431 } 3902 }
3432 strcat(buf,"."); 3903 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3904 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3905 }
3435 3906
3436 /* evtl. adding flags: */ 3907 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3908 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3909 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3910 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3911 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3912 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3913 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3914
3444 /* print message if there is one */ 3915 /* print message if there is one */
3445 if (item->msg != NULL) 3916 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3917 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3918 }
3919 else
3447 } 3920 {
3448 else {
3449 /* generate misc. treasure */ 3921 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3922 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3923 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3924 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3925 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3926 esrv_send_item (who, tmp);
3455 } 3927 }
3456} 3928}
3457 3929
3458/** 3930/**
3459 * Unready an object for a player. This function does nothing if the object was 3931 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3932 * not readied.
3461 */ 3933 */
3934void
3462void player_unready_range_ob(player *pl, object *ob) { 3935player_unready_range_ob (player *pl, object *ob)
3936{
3463 rangetype i; 3937 rangetype i;
3464 3938
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3940 {
3466 if (pl->ranges[i] == ob) { 3941 if (pl->ranges[i] == ob)
3942 {
3467 pl->ranges[i] = NULL; 3943 pl->ranges[i] = NULL;
3468 if (pl->shoottype == i) { 3944 if (pl->shoottype == i)
3945 {
3469 pl->shoottype = range_none; 3946 pl->shoottype = range_none;
3470 } 3947 }
3471 } 3948 }
3472 } 3949 }
3473} 3950}

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