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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 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.
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 * 210static player *
203get_player (player * p) 211get_player (player *p)
204{ 212{
205 object *op = arch_to_object (get_player_archetype (NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
206 int i; 214 int i;
207 215
208 if (!p) 216 if (!p)
214 * 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
215 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
216 * 'who'. 224 * 'who'.
217 */ 225 */
218 player *tmp = first_player; 226 player *tmp = first_player;
227
219 while (tmp != NULL && tmp->next != NULL) 228 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next; 229 tmp = tmp->next;
221 if (tmp != NULL) 230 if (tmp != NULL)
222 tmp->next = p; 231 tmp->next = p;
223 else 232 else
224 first_player = p; 233 first_player = p;
225 234
226 p->next = NULL; 235 p->next = NULL;
227 } 236 }
228 237
229 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
230 * for next and socket. 239 * for next and socket.
231 */ 240 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 241 p->clear ();
233 p->attachable_clear ();
234 242
235 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 244 * we deal with that below this point.
237 */ 245 */
238 p->party = NULL; 246 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 250 p->Swap_First = -1;
243 251
244#ifdef AUTOSAVE 252#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
246#endif 254#endif
247 255
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 257
250 op->contr = p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 259 p->ob = op;
252 op->speed_left = 0.5; 260 op->speed_left = 0.5;
253 op->speed = 1.0; 261 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 263 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
257 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 */
258 266
259 roll_stats (op); 267 roll_stats (op);
260 p->state = ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
261 clear_los (op); 269 clear_los (op);
262 270
266 p->bowtype = bow_normal; 274 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 275 p->petmode = pet_normal;
268 p->listening = 10; 276 p->listening = 10;
269 p->usekeys = containers; 277 p->usekeys = containers;
270 p->last_weapon_sp = -1; 278 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 280 p->do_los = 1;
273 p->explore = 0; 281 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
275 283
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 284 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 285 op->race = op->arch->clone.race;
279 286
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 288
282 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
300 p->socket.look_position = 0; 307 p->socket.look_position = 0;
301 return p; 308 return p;
302} 309}
303 310
304/* 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
305static void set_first_map(object *op) 313set_first_map (object *op)
306{ 314{
307 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 316 op->x = -1;
309 op->y = -1; 317 op->y = -1;
310 enter_exit(op, NULL); 318 enter_exit (op, NULL);
311} 319}
312 320
313/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
314 * 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
315 * mode. 323 * mode.
316 */ 324 */
317 325
326int
318int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
319 player *p; 329 player *p;
320 330
321 p=get_player(NULL); 331 p = get_player (NULL);
322 p->socket = *ns; 332 p->socket = *ns;
323 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));
324 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
326 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));
327 /* 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.
328 * 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
329 * on the uncoming socket. 339 * on the uncoming socket.
330 */ 340 */
331 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 342 set_first_map (p->ob);
333 343
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
336 send_rules(p->ob); 346 send_rules (p->ob);
337 send_news(p->ob); 347 send_news (p->ob);
338 display_motd(p->ob); 348 display_motd (p->ob);
339 get_name(p->ob); 349 get_name (p->ob);
340 return 0; 350 return 0;
341} 351}
342 352
343/* 353/*
344 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
347 */ 357 */
358archetype *
348archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
349{ 360{
350 archetype *start = at; 361 archetype *start = at;
362
351 for (;;) { 363 for (;;)
364 {
352 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
353 at=first_archetype; 366 at = first_archetype;
354 else 367 else
355 at=at->next; 368 at = at->next;
356 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
357 return at; 370 return at;
358 if (at == start) { 371 if (at == start)
372 {
359 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 374 exit (-1);
361 } 375 }
362 } 376 }
363} 377}
364 378
365 379
380object *
366object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
367 object *op = NULL; 383 object *op = NULL;
368 player *pl = NULL; 384 player *pl = NULL;
369 objectlink *ol; 385 objectlink *ol;
370 unsigned lastdist; 386 unsigned lastdist;
371 rv_vector rv; 387 rv_vector rv;
372 388
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
378 */ 395 */
379 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 {
380 object *tmp=ol->ob; 398 object *tmp = ol->ob;
381 399
382 /* 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
383 * itself will have been cleared. 401 * itself will have been cleared.
384 */ 402 */
385 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");
386 ol = ol->next; 404 ol = ol->next;
387 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
406 if (!ol)
388 if (!ol) return op; 407 return op;
389 } 408 }
390 409
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
394 * 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
395 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
397 */ 416 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 418 continue;
400 419
401 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
402 op=ol->ob; 422 op = ol->ob;
403 lastdist=rv.distance; 423 lastdist = rv.distance;
404 } 424 }
405 } 425 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
408 430
409 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
410 op=pl->ob; 433 op = pl->ob;
411 lastdist=rv.distance; 434 lastdist = rv.distance;
412 } 435 }
413 } 436 }
414 } 437 }
415#if 0 438#if 0
416 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)");
417#endif 440#endif
418 return op; 441 return op;
419} 442}
420 443
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 486 * is blocking itself.
464 */ 487 */
488int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
466 rv_vector rv; 491 rv_vector rv;
467 sint16 x,y; 492 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 494 maptile *m, *lastmap;
470 495
471 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
472 497
473 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
499 return 0;
474 500
475 x=mon->x; 501 x = mon->x;
476 y=mon->y; 502 y = mon->y;
477 m=mon->map; 503 m = mon->map;
478 dir = rv.direction; 504 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 508 if (diff > max)
509 return 0;
483 while (diff >1 && max>0) { 510 while (diff > 1 && max > 0)
511 {
484 lastx = x; 512 lastx = x;
485 lasty = y; 513 lasty = y;
486 lastmap = m; 514 lastmap = m;
487 x = lastx + freearr_x[dir]; 515 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 516 y = lasty + freearr_y[dir];
489 517
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 518 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 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);
492 520
493 /* Space is blocked - try changing direction a little */ 521 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
496 /* recalculate direction from last good location. Possible 525 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 526 * we were not traversing ideal location before.
498 */ 527 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 529 if (rv.direction != dir)
530 {
501 /* OK - says direction should be different - lets reset the 531 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 532 * the values so it will try again.
503 */ 533 */
504 x = lastx; 534 x = lastx;
505 y = lasty; 535 y = lasty;
506 m = lastmap; 536 m = lastmap;
507 dir = firstdir = rv.direction; 537 dir = firstdir = rv.direction;
538 }
508 } else { 539 else
540 {
509 /* direct path is blocked - try taking a side step to 541 /* direct path is blocked - try taking a side step to
510 * either the left or right. 542 * either the left or right.
511 * Note increase the values in the loop below to be 543 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 544 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 545 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 547 * stepping back and forth
516 */ 548 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 552 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 553 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 554 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 555 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 556 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 557 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 558 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 560 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 561 * the last direction the creature has successfully
528 * moved. 562 * moved.
529 */ 563 */
530 564
531 x = lastx + freearr_x[absdir(lastdir+i)]; 565 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 566 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 567 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 569 if (mflags & P_OUT_OF_MAP)
570 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 574 if (mflags & P_BLOCKSVIEW)
575 continue;
539 576
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
541 } 579 }
542 /* go through entire loop without finding a valid 580 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 581 * sidestep to take - thus, no valid path.
544 */ 582 */
545 if (i==(DETOUR_AMOUNT+1)) 583 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 584 return 0;
547 diff--; 585 diff--;
548 lastdir=dir; 586 lastdir = dir;
549 max--; 587 max--;
550 if (!firstdir) firstdir = dir+i; 588 if (!firstdir)
589 firstdir = dir + i;
551 } /* else check alternate directions */ 590 } /* else check alternate directions */
552 } /* if blocked */ 591 } /* if blocked */
553 else { 592 else
593 {
554 /* we moved towards creature, so diff is less */ 594 /* we moved towards creature, so diff is less */
555 diff--; 595 diff--;
556 max--; 596 max--;
557 lastdir=dir; 597 lastdir = dir;
598 if (!firstdir)
558 if (!firstdir) firstdir = dir; 599 firstdir = dir;
600 }
601 if (diff <= 1)
559 } 602 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 603 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 604 * headed toward player for entire distance.
563 */ 605 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 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);
566 } 608 }
567 if (diff>max) return 0; 609 if (diff > max)
610 return 0;
568 } 611 }
569 /* 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 */
570 if (!max) return 0; 613 if (!max)
614 return 0;
571 615
572 return firstdir; 616 return firstdir;
573} 617}
574 618
619void
575void give_initial_items(object *pl,treasurelist *items) { 620give_initial_items (object *pl, treasurelist * items)
621{
576 object *op,*next=NULL; 622 object *op, *next = NULL;
577 623
578 if(pl->randomitems!=NULL) 624 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 626
581 for (op=pl->inv; op; op=next) { 627 for (op = pl->inv; op; op = next)
628 {
582 next = op->below; 629 next = op->below;
583 630
584 /* Forces get applied per default, unless they have the 631 /* Forces get applied per default, unless they have the
585 * 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
586 */ 633 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 635 SET_FLAG (op, FLAG_APPLIED);
589 636
590 /* we never give weapons/armour if these cannot be used 637 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 638 * by this player due to race restrictions
592 */ 639 */
593 if (pl->type == PLAYER) { 640 if (pl->type == PLAYER)
641 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 643 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 644 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 645 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 647 {
600 remove_ob (op); 648 remove_ob (op);
601 free_object (op); 649 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 650 continue;
624 } 651 }
625 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)
626 } 661 {
662 object *tmp;
627 663
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
628 if (op->type == SPELLBOOK && op->inv) { 679 if (op->type == SPELLBOOK && op->inv)
680 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 682 }
631 683
632 /* Give starting characters identified, uncursed, and undamned 684 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 686 * merged properly.
635 */ 687 */
636 if (need_identify(op)) { 688 if (need_identify (op))
689 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 690 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 691 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
640 } 695 {
641 if(op->type==SPELL) {
642 remove_ob(op); 696 remove_ob (op);
643 free_object(op); 697 free_object (op);
644 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
645 } 701 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 703 op->stats.exp = 0;
649 op->level = 1; 704 op->level = 1;
650 } 705 }
651 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
654 710
655 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
656 link_player_skills(pl); 712 link_player_skills (pl);
657} 713}
658 714
715void
659void get_name(object *op) { 716get_name (object *op)
717{
660 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
663} 721}
664 722
723void
665void get_password(object *op) { 724get_password (object *op)
725{
666 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
668 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:");
669} 729}
670 730
731void
671void play_again(object *op) 732play_again (object *op)
672{ 733{
673 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
675 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)?");
676 /* 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
677 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
681 * 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
682 * cases. 743 * cases.
683 */ 744 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 746 remove_ob (op);
686 /* 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,
687 * 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
688 * the map is null or not swapped out. 749 * the map is null or not swapped out.
689 */ 750 */
690 op->map = NULL; 751 op->map = NULL;
691} 752}
692 753
693 754int
694int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
695{ 756{
696 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
697 remove_friendly_object(op); 759 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 761 return 2;
700 } 762 }
701 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
702 player *pl = op->contr; 765 player *pl = op->contr;
703 shstr name = op->name; 766 shstr name = op->name;
704 767
705 remove_friendly_object(op); 768 op->contr = 0;
706 free_object(op); 769 op->type = 0;
770 op->free (1);
707 pl = get_player(pl); 771 pl = get_player (pl);
708 op = pl->ob; 772 op = pl->ob;
709 add_friendly_object(op); 773 add_friendly_object (op);
710 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 775 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 776 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 778 get_name (op);
715 op->name = op->name_pl = name; 779 op->name = op->name_pl = name;
716 set_first_map(op); 780 set_first_map (op);
717 } else { 781 }
782 else
718 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
719 play_again(op); 784 play_again (op);
720 } 785
721 return 0; 786 return 0;
722} 787}
723 788
789void
724void confirm_password(object *op) { 790confirm_password (object *op)
791{
725 792
726 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
728 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:");
729} 796}
730 797
798void
731void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
732 if (party == NULL) { 801 if (party == NULL)
802 {
733 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);
734 return; 804 return;
735 } 805 }
736 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
739 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:");
740} 810}
741 811
742 812
743/* 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
744int roll_stat(void) { 815roll_stat (void)
816{
745 int a[4],i,j,k; 817 int a[4], i, j, k;
746 818
747 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
749 821
750 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 823 if (a[i] < k)
752 k=a[i],j=i; 824 k = a[i], j = i;
753 825
754 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
755 if(i!=j) 828 if (i != j)
756 k+=a[i]; 829 k += a[i];
757 } 830 }
758 return k; 831 return k;
759} 832}
760 833
834void
761void roll_stats(object *op) { 835roll_stats (object *op)
836{
762 int sum=0; 837 int sum = 0;
763 int i = 0, j = 0; 838 int i = 0, j = 0;
764 int statsort[7]; 839 int statsort[7];
765 840
841 do
766 do { 842 {
767 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
774 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;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
778 853
779 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
787 862
788 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
789 do { 865 {
790 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
791 j = statsort[i]; 868 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 870 statsort[i + 1] = j;
794 i = 0; 871 i = 0;
872 }
795 } else { 873 else
874 {
796 i++; 875 i++;
797 } 876 }
877 }
798 } while (i < 6); 878 while (i < 6);
799 879
800 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
807 887
808 888
809 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
816 896
817 op->level=1; 897 op->level = 1;
818 op->stats.exp=0; 898 op->stats.exp = 0;
819 op->stats.ac=0; 899 op->stats.ac = 0;
820 900
821 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
824 904
825 fix_player(op); 905 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
830} 910}
831 911
912void
832void Roll_Again(object *op) 913Roll_Again (object *op)
833{ 914{
834 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
835 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)? ");
836} 918}
837 919
920void
838void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
839{ 922{
840 signed char tmp; 923 signed char tmp;
841 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
842 925
843 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
844 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?!?!!!");
845 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,");
846 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");
847 return; 931 return;
848 } 932 }
849 933
850 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);
851 935
852 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));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 937
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 939
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 949 op->stats.ac = 0;
867 950
868 op->level=1; 951 op->level = 1;
869 op->stats.exp=0; 952 op->stats.exp = 0;
870 op->stats.ac=0; 953 op->stats.ac = 0;
871 954
872 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
875 958
876 fix_player(op); 959 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
882} 965}
883 966
884 967
885/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
888 * 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
889 * 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
890 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
891 */ 974 */
975int
892int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
893{ 977{
894 int keynum = key -'0'; 978 int keynum = key - '0';
895 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
896 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 };
897 981
898 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
899 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
900 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 989 }
904 else 990 else
905 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
906 992
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);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1028 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1029
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1030 case 'q':
935 case 'Y': 1031 case 'Q':
936 roll_stats(op); 1032 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1033 return 1;
939 1034
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1035 default:
946 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?");
947 return 0; 1037 return 0;
948 } 1038 }
949 return 0; 1039 return 0;
950} 1040}
951 1041
952/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
956 * not the class. 1046 * not the class.
957 */ 1047 */
958 1048
1049int
959int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
960{ 1051{
961 int tmp_loop; 1052 int tmp_loop;
962 1053
963 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
964 remove_ob(op); 1056 remove_ob (op);
965 play_again(op); 1057 play_again (op);
966 return 0; 1058 return 0;
967 } 1059 }
968 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
969 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
970 1063
971 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
974 1067
975 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
977 1070
978 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
979 1072
980 if (op->msg) 1073 if (op->msg)
981 op->msg=NULL; 1074 op->msg = NULL;
982 1075
983 /* 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
984 * to save here. 1077 * to save here.
985 */ 1078 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1080 make_path_to_file (buf);
988 1081
989#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
991#endif 1084#endif
992 start_info(op); 1085 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1088 link_player_skills (op);
996 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
997 fix_player(op); 1090 fix_player (op);
998 1091
999 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1000 * is one for this race 1093 * is one for this race
1001 */ 1094 */
1002 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1003 object *tmp; 1097 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1007 first_map_ext_path, &op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1101 tmp = get_object ();
1009 EXIT_PATH(tmp) = mapname; 1102 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1014 * default initial map */ 1107 * default initial map */
1015 free_object(tmp); 1108 free_object (tmp);
1109 }
1016 } else { 1110 else
1111 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1113 }
1019 return 0; 1114 return 0;
1020 } 1115 }
1021 1116
1022 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1024 */ 1119 */
1025 1120
1026 tmp_loop = 0; 1121 tmp_loop = 0;
1027 while(!tmp_loop) { 1122 while (!tmp_loop)
1123 {
1028 shstr name = op->name; 1124 shstr name = op->name;
1029 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1030 remove_statbonus(op); 1127 remove_statbonus (op);
1031 remove_ob (op); 1128 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1034 op->instantiate (); 1131 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1133 op->name = op->name_pl = name;
1037 op->x = x; 1134 op->x = x;
1038 op->y = y; 1135 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1139 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1045 } 1141 }
1142
1046 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1145 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1052 if (op->msg) 1150 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1054 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");
1055 return 0; 1154 return 0;
1056} 1155}
1057 1156
1157int
1058int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1059{ 1159{
1060 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1061 1161
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1063 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1166 return 1;
1066 } 1167 }
1067 1168
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1070 1171
1071 terminate_all_pets(op); 1172 terminate_all_pets (op);
1072 leave_map(op); 1173 leave_map (op);
1073 op->direction=0; 1174 op->direction = 0;
1074 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);
1075 "%s quits the game.", &op->name);
1076 1176
1077 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1178 check_score (op);
1079 op->contr->party=NULL; 1179 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1082 1182
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1084 mapstruct *mp, *next; 1185 maptile *mp, *next;
1085 1186
1086 /* 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
1087 * 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,
1088 * 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
1089 */ 1190 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1092 next = mp->next; 1194 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1196 delete_map (mp);
1095 }
1096 1197 }
1198
1097 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1098 } 1200 }
1201
1099 play_again(op); 1202 play_again (op);
1100 return 1; 1203 return 1;
1101} 1204}
1102 1205
1206void
1103void flee_player(object *op) { 1207flee_player (object *op)
1208{
1104 int dir,diff; 1209 int dir, diff;
1105 rv_vector rv; 1210 rv_vector rv;
1106 1211
1107 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1216 return;
1111 } 1217 }
1112 1218
1113 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1223 return;
1117 } 1224 }
1118 1225
1119 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1122 */ 1229 */
1123 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1233 op->enemy = NULL;
1126 return; 1234 return;
1127 } 1235 }
1128 1236
1129 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 {
1130 op->enemy=NULL; 1239 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1241 return;
1133 } 1242 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1135 1244
1136 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1138 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1140 (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)))
1141 return;
1142 } 1251 {
1252 return;
1253 }
1143 } 1254 }
1144 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1257 op->enemy = NULL;
1147} 1258}
1148 1259
1149 1260
1150/* 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.
1151 * 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
1152 * stop. 1263 * stop.
1153 */ 1264 */
1265int
1154int check_pick(object *op) { 1266check_pick (object *op)
1267{
1155 object *tmp, *next; 1268 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1269 int stop = 0;
1158 int j, k, wvratio; 1270 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1271 char putstring[128], tmpstr[16];
1160 1272
1161
1162 /* if you're flying, you cna't pick up anything */ 1273 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1274 if (op->move_type & MOVE_FLYING)
1164 return 1; 1275 return 1;
1165 1276
1166 op_tag = op->count;
1167
1168 next = op->below; 1277 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1278
1172 /* 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
1173 * destroyed */ 1280 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1281 while (next && !next->destroyed ())
1175 { 1282 {
1176 tmp = next; 1283 tmp = next;
1177 next = tmp->below; 1284 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1285
1181 if (was_destroyed (op, op_tag)) 1286 if (op->destroyed ())
1182 return 0; 1287 return 0;
1183 1288
1184 if ( ! can_pick (op, tmp)) 1289 if (!can_pick (op, tmp))
1185 continue; 1290 continue;
1186 1291
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1293 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1294 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1295 pick_up (op, tmp);
1191 continue; 1296 continue;
1192 } 1297 }
1193 1298
1194 /* high not bit set? We're using the old autopickup model */ 1299 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1300 if (!(op->contr->mode & PU_NEWMODE))
1301 {
1196 switch (op->contr->mode) { 1302 switch (op->contr->mode)
1303 {
1304 case 0:
1197 case 0: return 1; /* don't pick up */ 1305 return 1; /* don't pick up */
1306 case 1:
1198 case 1: pick_up (op, tmp); 1307 pick_up (op, tmp);
1199 return 1; 1308 return 1;
1309 case 2:
1200 case 2: pick_up (op, tmp); 1310 pick_up (op, tmp);
1201 return 0; 1311 return 0;
1312 case 3:
1202 case 3: return 0; /* stop before pickup */ 1313 return 0; /* stop before pickup */
1314 case 4:
1203 case 4: pick_up (op, tmp); 1315 pick_up (op, tmp);
1204 break; 1316 break;
1317 case 5:
1205 case 5: pick_up (op, tmp); 1318 pick_up (op, tmp);
1206 stop = 1; 1319 stop = 1;
1207 break; 1320 break;
1208 case 6: 1321 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1323 pick_up (op, tmp);
1212 break; 1324 break;
1213 1325
1214 case 7: 1326 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1327 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1328 pick_up (op, tmp);
1217 break; 1329 break;
1218 1330
1219 default: 1331 default:
1220 /* use value density */ 1332 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1335 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1336 }
1253 } 1337 }
1254 } 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))));
1255 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);
1256 1365
1257#if 0 1366#if 0
1258 /* print the flags too */ 1367 /* print the flags too */
1259 for(k=0;k<4;k++) 1368 for (k = 0; k < 4; k++)
1260 { 1369 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1371 for (j = 0; j < 32; j++)
1263 { 1372 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1374 if (!((j + 1) % 4))
1266 } 1375 fprintf (stderr, " ");
1376 }
1267 fprintf(stderr," [%d]\n", k*32); 1377 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1378 }
1269#endif 1379#endif
1270 } 1380 }
1271 /* philosophy: 1381 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 1383 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1384 * and selections, select-items shoul dbe used. This is a
1275 * 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
1276 * example. 1386 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 1389 * convert to decimal and then 'pickup <#>
1280 */ 1390 */
1281 1391
1282 /* the first two modes are exclusive: if NOTHING we return, if 1392 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1393 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1394 * meaning if any test passes, the item gets picked up. */
1285 1395
1286 /* if mode is set to pick nothing up, return */ 1396 /* if mode is set to pick nothing up, return */
1287 1397
1288 if(op->contr->mode & PU_NOTHING) return 1; 1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1289 1400
1290 /* if mode is set to stop when encountering objects, return */ 1401 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1402 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1403 * anything up */
1293 1404
1294 if(op->contr->mode & PU_STOP) return 0; 1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1295 1407
1296 /* useful for going into stores and not losing your settings... */ 1408 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 1410 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1300 1413
1301 /* prevent us from turning into auto-thieves :) */ 1414 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue;
1303 1417
1304 /* ignore known cursed objects */ 1418 /* ignore known cursed objects */
1305 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;
1306 1421
1307 /* all food and drink if desired */ 1422 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1423 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1424 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1425 if (tmp->type == FOOD)
1311 { 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 }
1312 if(op->contr->mode & PU_DRINK) 1432 if (op->contr->mode & PU_DRINK)
1313 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)))
1314 { 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 }
1315 1440
1316 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1318 { 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 }
1319 1449
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1450 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1451 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1452 if (tmp->type == SPELLBOOK)
1323 { 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 }
1324 if(op->contr->mode & PU_SKILLSCROLL) 1459 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1460 if (tmp->type == SKILLSCROLL)
1326 { 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 }
1327 if(op->contr->mode & PU_READABLES) 1467 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1468 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { 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 }
1330 1475
1331 /* wands/staves/rods/horns */ 1476 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1477 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { 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 }
1335 1485
1336 /* pick up all magical items */ 1486 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1487 if (op->contr->mode & PU_MAGICAL)
1338 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))
1339 { 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 }
1340 1495
1341 if(op->contr->mode & PU_VALUABLES) 1496 if (op->contr->mode & PU_VALUABLES)
1342 { 1497 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1498 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1499 {
1345 } 1500 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue;
1504 }
1505 }
1346 1506
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1507 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1508 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1509 if (tmp->type == RING || tmp->type == AMULET)
1350 { 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 }
1351 1516
1352 /* bows and arrows. Bows are good for selling! */ 1517 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1518 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1519 if (tmp->type == BOW)
1355 { 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 }
1356 if(op->contr->mode & PU_ARROW) 1526 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1527 if (tmp->type == ARROW)
1358 { 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 }
1359 1534
1360 /* all kinds of armor etc. */ 1535 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1536 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1537 if (tmp->type == ARMOUR)
1363 { 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 }
1364 if(op->contr->mode & PU_HELMET) 1544 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1545 if (tmp->type == HELMET)
1366 { 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 }
1367 if(op->contr->mode & PU_SHIELD) 1552 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1553 if (tmp->type == SHIELD)
1369 { 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 }
1370 if(op->contr->mode & PU_BOOTS) 1560 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1561 if (tmp->type == BOOTS)
1372 { 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 }
1373 if(op->contr->mode & PU_GLOVES) 1568 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1569 if (tmp->type == GLOVES)
1375 { 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 }
1376 if(op->contr->mode & PU_CLOAK) 1576 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1577 if (tmp->type == CLOAK)
1378 { 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 }
1379 1584
1380 /* hoping to catch throwing daggers here */ 1585 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1586 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { 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 }
1384 1594
1385 /* careful: chairs and tables are weapons! */ 1595 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1596 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1597 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1598 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1599 {
1390 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 &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1602 {
1393 } 1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue;
1607 }
1608 }
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1609 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1610 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1612 {
1398 { 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 }
1399 } 1619 }
1400 }
1401 1620
1402 /* misc stuff that's useful */ 1621 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1622 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { 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 }
1406 1630
1407 /* 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
1408 * pickups */ 1632 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1633 if (op->contr->mode & PU_RATIO)
1410 { 1634 {
1411 /* use value density to decide what else to grab */ 1635 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1636 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1638 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1639 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 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)
1417 { 1641 {
1418 pick_up(op, tmp); 1642 pick_up (op, tmp);
1419#if 0 1643#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1644 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1645 if (tmp->name != NULL)
1646 {
1422 fprintf(stderr,"%s", tmp->name); 1647 fprintf (stderr, "%s", tmp->name);
1423 } 1648 }
1649 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1650 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1651 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1653#endif
1428 continue; 1654 continue;
1655 }
1429 } 1656 }
1657 } /* the new pickup model */
1430 } 1658 }
1431 } /* the new pickup model */
1432 }
1433 return ! stop; 1659 return !stop;
1434} 1660}
1435 1661
1436/* 1662/*
1437 * Find an arrow in the inventory and after that 1663 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1664 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1665 * found object is returned.
1440 */ 1666 */
1667object *
1441object *find_arrow(object *op, const char *type) 1668find_arrow (object *op, const char *type)
1442{ 1669{
1443 object *tmp = NULL; 1670 object *tmp = NULL;
1444 1671
1445 for(op=op->inv; op; op=op->below) 1672 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1674 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1675 else if (op->type == ARROW && op->race == type)
1450 return op; 1676 return op;
1451 return tmp; 1677 return tmp;
1452} 1678}
1453 1679
1454/* 1680/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1685 */
1460 1686
1687object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1688find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1689{
1463 object *tmp = NULL, *arrow, *ntmp; 1690 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1691 int attacknum, attacktype, betterby = 0, i;
1465 1692
1466 if (!type) 1693 if (!type)
1467 return NULL; 1694 return NULL;
1468 1695
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1696 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1697 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1698 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1699 {
1472 i = 0; 1700 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1701 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1702 if (i > betterby)
1703 {
1475 tmp = ntmp; 1704 tmp = ntmp;
1476 betterby = i; 1705 betterby = i;
1477 } 1706 }
1707 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1708 else if (arrow->type == ARROW && arrow->race == type)
1709 {
1479 /* allways prefer assasination/slaying */ 1710 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1711 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1712 {
1482 if (arrow->attacktype & AT_DEATH) { 1713 if (arrow->attacktype & AT_DEATH)
1714 {
1483 *better = 100; 1715 *better = 100;
1484 return arrow; 1716 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1717 }
1489 } else { 1718 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1719 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1720 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1721 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1722 }
1506 } 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 }
1507 } 1746 }
1747 }
1508 } 1748 }
1509 if (tmp == NULL && arrow == NULL) 1749 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1750 return find_arrow (op, type);
1511 1751
1512 *better = betterby; 1752 *better = betterby;
1513 return tmp; 1753 return tmp;
1514} 1754}
1515 1755
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1757 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1758 * op = the shooter
1519 * type = bow->race 1759 * type = bow->race
1520 * dir = fire direction 1760 * dir = fire direction
1521 */ 1761 */
1522 1762
1763object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1764pick_arrow_target (object *op, const char *type, int dir)
1524{ 1765{
1525 object *tmp = NULL; 1766 object *tmp = NULL;
1526 mapstruct *m; 1767 maptile *m;
1527 int i, mflags, found, number; 1768 int i, mflags, found, number;
1528 sint16 x, y; 1769 sint16 x, y;
1529 1770
1530 if (op->map == NULL) 1771 if (op->map == NULL)
1531 return find_arrow(op, type); 1772 return find_arrow (op, type);
1532 1773
1533 /* do a dex check */ 1774 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1775 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1777 return find_arrow (op, type);
1537 1778
1538 m = op->map; 1779 m = op->map;
1539 x = op->x; 1780 x = op->x;
1540 y = op->y; 1781 y = op->y;
1541 1782
1542 /* find the first target */ 1783 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1784 for (i = 0, found = 0; i < 20; i++)
1785 {
1544 x += freearr_x[dir]; 1786 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1787 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1789 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1790 {
1548 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)
1549 break; 1811 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1812 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1813 }
1567 if (tmp == NULL) 1814 if (tmp == NULL)
1568 return find_arrow(op, type); 1815 return find_arrow (op, type);
1569 1816
1570 if (tmp->head) 1817 if (tmp->head)
1571 tmp = tmp->head; 1818 tmp = tmp->head;
1572 1819
1573 return find_better_arrow(op, tmp, type, &i); 1820 return find_better_arrow (op, tmp, type, &i);
1574} 1821}
1575 1822
1576/* 1823/*
1577 * Creature fires a bow - op can be monster or player. Returns 1824 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1825 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1828 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1831 * player fire modes.
1585 */ 1832 */
1833int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1835{
1589 object *left, *bow; 1836 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1837 int bowspeed, mflags;
1592 mapstruct *m; 1838 maptile *m;
1593 1839
1594 if (!dir) { 1840 if (!dir)
1841 {
1595 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!");
1596 return 0; 1843 return 0;
1597 } 1844 }
1598 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1846 bow = op->contr->ranges[range_bow];
1600 else { 1847 else
1848 {
1601 for(bow=op->inv; bow; bow=bow->below) 1849 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1852 */
1605 if(bow->type==BOW) 1853 if (bow->type == BOW)
1606 break; 1854 break;
1607 1855
1608 if (!bow) { 1856 if (!bow)
1857 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1859 return 0;
1611 } 1860 }
1612 } 1861 }
1613 if( !bow->race || !bow->skill) { 1862 if (!bow->race || !bow->skill)
1863 {
1614 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);
1615 return 0; 1865 return 0;
1616 } 1866 }
1617 1867
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1869
1620 /* penalize ROF for bestarrow */ 1870 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1873 if (bowspeed < 1)
1624 bowspeed = 1; 1874 bowspeed = 1;
1625 1875
1626 if (arrow == NULL) { 1876 if (arrow == NULL)
1877 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1878 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 {
1628 if (op->type == PLAYER) 1880 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1883 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1884 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1885 return 0;
1635 } 1886 }
1636 } 1887 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1889 if (mflags & P_OUT_OF_MAP)
1890 {
1639 return 0; 1891 return 0;
1640 } 1892 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 {
1642 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.");
1643 return 0; 1896 return 0;
1644 } 1897 }
1645 1898
1646 /* this should not happen, but sometimes does */ 1899 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1900 if (arrow->nrof == 0)
1901 {
1648 remove_ob(arrow); 1902 remove_ob (arrow);
1649 free_object(arrow); 1903 free_object (arrow);
1650 return 0; 1904 return 0;
1651 } 1905 }
1652 1906
1653 left = arrow; /* these are arrows left to the player */ 1907 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1908 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1909 if (arrow == NULL)
1910 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1912 return 0;
1659 } 1913 }
1660 set_owner(arrow, op); 1914 set_owner (arrow, op);
1661 arrow->skill = bow->skill; 1915 arrow->skill = bow->skill;
1662 1916
1663 arrow->direction=dir; 1917 arrow->direction = dir;
1664 arrow->x = sx; 1918 arrow->x = sx;
1665 arrow->y = sy; 1919 arrow->y = sy;
1666 1920
1667 if (op->type == PLAYER) { 1921 if (op->type == PLAYER)
1922 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1924 fix_player (op);
1670 } 1925 }
1671 1926
1672 SET_ANIMATION(arrow, arrow->direction); 1927 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1929 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1930 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1931 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1932 arrow->spellarg = strdup_local (arrow->slaying);
1678 1933
1679 /* Note that this was different for monsters - they got their level 1934 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1936 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1940 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1943
1693 if (arrow->speed < 1.0) 1944 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1945 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1946 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1947 arrow->speed_left = 0;
1697 1948
1698 if (op->type == PLAYER) { 1949 if (op->type == PLAYER)
1950 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1954
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1956 }
1957 else
1958 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1960 arrow->level = op->level;
1710 } 1961 }
1962
1711 if (arrow->attacktype == AT_PHYSICAL) 1963 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1964 arrow->attacktype |= bow->attacktype;
1965
1713 if (bow->slaying != NULL) 1966 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1967 arrow->slaying = bow->slaying;
1715 1968
1716 arrow->map = m; 1969 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1970 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1972
1720 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);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1974 insert_ob_in_map (arrow, m, op, 0);
1723 1975
1724 if (!was_destroyed(arrow, tag)) 1976 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1977 move_arrow (arrow);
1726 1978
1727 if (op->type == PLAYER) { 1979 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1980 {
1981 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1982 esrv_del_item (op->contr, left->count);
1730 else 1983 else
1731 esrv_send_item(op, left); 1984 esrv_send_item (op, left);
1732 } 1985 }
1986
1733 return 1; 1987 return 1;
1734} 1988}
1735 1989
1736/* Special fire code for players - this takes into 1990/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1991 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1992 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1993 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1994 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1995 * hence the function name.
1742 */ 1996 */
1997int
1743int player_fire_bow(object *op, int dir) 1998player_fire_bow (object *op, int dir)
1744{ 1999{
1745 int ret=0, wcmod=0; 2000 int ret = 0, wcmod = 0;
1746 2001
1747 if (op->contr->bowtype == bow_bestarrow) { 2002 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 2003 {
1749 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);
1750 dir, 0, op->x, op->y); 2005 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 2009 wcmod = -1;
1754 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);
1755 op->x, op->y); 2011 }
1756 } else if (op->contr->bowtype == bow_threewide) { 2012 else if (op->contr->bowtype == bow_threewide)
2013 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 2018 else if (op->contr->bowtype == bow_spreadshot)
2019 {
1761 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);
1762 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);
1763 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);
1764 2023
1765 } else { 2024 }
2025 else
2026 {
1766 /* Simple case */ 2027 /* Simple case */
1767 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);
1768 } 2029 }
1769 return ret; 2030 return ret;
1770} 2031}
1771 2032
1772 2033
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 2034/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 2035 * Broken apart from 'fire' to keep it more readable.
1775 */ 2036 */
2037void
1776void fire_misc_object(object *op, int dir) 2038fire_misc_object (object *op, int dir)
1777{ 2039{
1778 object *item; 2040 object *item;
1779 2041
1780 if (!op->contr->ranges[range_misc]) { 2042 if (!op->contr->ranges[range_misc])
2043 {
1781 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.");
1782 return; 2045 return;
1783 } 2046 }
1784 2047
1785 item = op->contr->ranges[range_misc]; 2048 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2049 if (!item->inv)
2050 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2051 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2052 return;
1789 } 2053 }
1790 if (item->type == WAND) { 2054 if (item->type == WAND)
2055 {
1791 if(item->stats.food<=0) { 2056 if (item->stats.food <= 0)
2057 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 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));
1794 return; 2060 return;
1795 } 2061 }
2062 }
1796 } else if (item->type == ROD || item->type==HORN) { 2063 else if (item->type == ROD || item->type == HORN)
2064 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2068 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 2070 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2072 return;
1806 } 2073 }
1807 } 2074 }
1808 2075
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2076 if (cast_spell (op, item, dir, item->inv, NULL))
2077 {
1810 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 */
1811 if (item->type == WAND) { 2079 if (item->type == WAND)
2080 {
1812 if (!(--item->stats.food)) { 2081 if (!(--item->stats.food))
2082 {
1813 object *tmp; 2083 object *tmp;
2084
1814 if (item->arch) { 2085 if (item->arch)
2086 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2087 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2088 item->face = item->arch->clone.face;
1817 item->speed = 0; 2089 item->speed = 0;
1818 update_ob_speed(item); 2090 update_ob_speed (item);
1819 } 2091 }
1820 if ((tmp=is_player_inv(item))) 2092 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2093 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2094 }
1823 } 2095 }
1824 else if (item->type == ROD || item->type==HORN) { 2096 else if (item->type == ROD || item->type == HORN)
2097 {
1825 drain_rod_charge(item); 2098 drain_rod_charge (item);
1826 } 2099 }
1827 } 2100 }
1828} 2101}
1829 2102
1830/* Received a fire command for the player - go and do it. 2103/* Received a fire command for the player - go and do it.
1831 */ 2104 */
2105void
1832void fire(object *op,int dir) { 2106fire (object *op, int dir)
2107{
1833 int spellcost=0; 2108 int spellcost = 0;
1834 2109
1835 /* check for loss of invisiblity/hide */ 2110 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2111 if (action_makes_visible (op))
2112 make_visible (op);
1837 2113
1838 switch(op->contr->shoottype) { 2114 switch (op->contr->shoottype)
2115 {
1839 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.");
1840 return; 2147 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2148 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
1876 default: 2154 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2156 return;
1879 } 2157 }
1880} 2158}
1881 2159
1882 2160
1883 2161
1890 * inv is the objects inventory to searched 2168 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2169 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2170 * This function can be called recursively to search containers.
1893 */ 2171 */
1894 2172
2173object *
1895object * find_key(object *pl, object *container, object *door) 2174find_key (object *pl, object *container, object *door)
1896{ 2175{
1897 object *tmp,*key; 2176 object *tmp, *key;
1898 2177
1899 /* Should not happen, but sanity checking is never bad */ 2178 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2179 if (container->inv == NULL)
2180 return NULL;
1901 2181
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2184 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2185 if (door->type == DOOR && tmp->type == KEY)
2186 break;
1905 /* For sanity, we should really check door type, but other stuff 2187 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2188 * (like containers) can be locked with special keys
1907 */ 2189 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2191 break;
1910 } 2192 }
1911 /* No key found - lets search inventories now */ 2193 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 2196 * a key, return
1915 */ 2197 */
1916 if (!tmp) { 2198 if (!tmp)
2199 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2201 {
1918 /* No reason to search empty containers */ 2202 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2203 if (tmp->type == CONTAINER && tmp->inv)
2204 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2205 if ((key = find_key (pl, tmp, door)) != NULL)
2206 return key;
1921 } 2207 }
1922 } 2208 }
2209 if (!tmp)
1923 if (!tmp) return NULL; 2210 return NULL;
1924 } 2211 }
1925 /* 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,
1926 * see if we actually want to use it 2213 * see if we actually want to use it
1927 */ 2214 */
1928 if (pl!=container) { 2215 if (pl != container)
2216 {
1929 /* Only let players use keys in containers */ 2217 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2218 if (!pl->contr)
2219 return NULL;
1931 /* cases where this fails: 2220 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2221 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2222 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2223 * If the container is not active, return now since only active
1935 * containers can be used. 2224 * containers can be used.
1936 * If we only search keyrings and the container does not have 2225 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2226 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2227 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2228 * inv must have been an container and must have been active.
1940 * 2229 *
1941 * Change the color so that the message doesn't disappear with 2230 * Change the color so that the message doesn't disappear with
1942 * all the others. 2231 * all the others.
1943 */ 2232 */
1944 if (pl->contr->usekeys == key_inventory || 2233 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2234 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2235 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2236 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2239 return NULL;
1953 } 2240 }
1954 } 2241 }
1955 return tmp; 2242 return tmp;
1956} 2243}
1957 2244
1958/* moved door processing out of move_player_attack. 2245/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2246 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2247 * such that the caller should not do anything more,
1961 * 0 otherwise 2248 * 0 otherwise
1962 */ 2249 */
2250static int
1963static int player_attack_door(object *op, object *door) 2251player_attack_door (object *op, object *door)
1964{ 2252{
1965 2253
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 2256 * otherwise, we fall through to the rest of the code.
1969 */ 2257 */
1970 object *key=find_key(op, op, door); 2258 object *key = find_key (op, op, door);
1971 2259
1972 /* IF we found a key, do some extra work */ 2260 /* IF we found a key, do some extra work */
1973 if (key) { 2261 if (key)
2262 {
1974 object *container=key->env; 2263 object *container = key->env;
1975 2264
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 2266 if (action_makes_visible (op))
2267 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 2270 if (door->type == DOOR)
2271 {
1980 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 */
1981 } 2273 }
1982 else if(door->type==LOCKED_DOOR) { 2274 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2275 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 2277 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2278 }
1987 /* Do this after we print the message */ 2279 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2280 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2281 /* Need to update the weight the container the key was in */
1990 if (container != op) 2282 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2283 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2284 return 1; /* Nothing more to do below */
2285 }
1993 } else if (door->type==LOCKED_DOOR) { 2286 else if (door->type == LOCKED_DOOR)
2287 {
1994 /* Might as well return now - no other way to open this */ 2288 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2290 return 1;
1997 } 2291 }
1998 return 0; 2292 return 0;
1999} 2293}
2000 2294
2001/* This function is just part of a breakup from move_player. 2295/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2296 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2297 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2298 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2299 * going to try and move (not fire weapons).
2006 */ 2300 */
2007 2301
2302void
2008void move_player_attack(object *op, int dir) 2303move_player_attack (object *op, int dir)
2009{ 2304{
2010 object *tmp, *mon; 2305 object *tmp, *mon;
2011 sint16 nx, ny; 2306 sint16 nx, ny;
2012 int on_battleground; 2307 int on_battleground;
2013 mapstruct *m; 2308 maptile *m;
2014 2309
2015 nx=freearr_x[dir]+op->x; 2310 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2311 ny = freearr_y[dir] + op->y;
2017 2312
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2313 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2314
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2318 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 2322 * move_ob uses.
2028 */ 2323 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2032 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)
2033 } 2336 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* 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)
2038 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;
2039 } 2404 }
2040 2405
2041 mon = NULL; 2406 /* in certain circumstances, you shouldn't attack friendly
2042 /* 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
2043 * 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
2044 * if its a door or barrel (can roll) see if there may be monsters 2409 * attack them either.
2045 * on the space
2046 */ 2410 */
2047 while (tmp!=NULL) { 2411 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2413#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2427 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2428 else
2053 mon = tmp; 2429 {
2054 break; 2430 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2431 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2432 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2433 make_visible (op);
2058 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))
2059 } 2440 {
2060 2441 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2442 if (action_makes_visible (op))
2062 return; /* into a wall */ 2443 make_visible (op);
2444 }
2063 2445
2064 if(mon->head != NULL) 2446 /* Any generic living creature. Including things like doors.
2065 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 */
2066 2452
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 {
2069 2456
2070 /* The following deals with possibly attacking peaceful 2457 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2458 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2459 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2460 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2461 */
2077 2462 if (!op->contr->has_hit)
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2463 {
2118 if (!op->contr->braced) { 2464 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2465
2120 (void) push_ob(mon,dir,op); 2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 } 2467 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2468
2127 /* If the object is a boulder or other rollable object, then 2469 skill_attack (mon, op, 0, NULL, NULL);
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134 2470
2135 /* Any generic living creature. Including things like doors. 2471 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2472 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2473 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2474 * the wiz.
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */ 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
2151 if (!op->contr->has_hit) { 2480 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2481 skill_attack (op, mon, 0, NULL, NULL);
2153 2482 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2483 }
2156 2484 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2485 make_visible (op);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 } 2486 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2487 } /* if player should attack something */
2174} 2488}
2175 2489
2490int
2176int move_player(object *op,int dir) { 2491move_player (object *op, int dir)
2492{
2177 int pick; 2493 int pick;
2178 2494
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2541}
2221 2542
2222/* 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
2223 * new client/server stuff. 2544 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2546 * the new speed values for commands.
2226 * 2547 *
2227 * Returns true if there are more actions we can do. 2548 * Returns true if there are more actions we can do.
2228 */ 2549 */
2550int
2229int handle_newcs_player(object *op) 2551handle_newcs_player (object *op)
2230{ 2552{
2231 if (op->contr->hidden) { 2553 if (op->contr->hidden)
2554 {
2232 op->invisible = 1000; 2555 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2556 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2557 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2558 * alternate it here for it to work correctly.
2236 */ 2559 */
2237 if (pticks & 2) op->invisible--; 2560 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2241 if(!op->invisible) { 2566 if (!op->invisible)
2567 {
2242 make_visible(op); 2568 make_visible (op);
2243 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.");
2244 } 2570 }
2245 } 2571 }
2246 2572
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2573 if (QUERY_FLAG (op, FLAG_SCARED))
2574 {
2248 flee_player(op); 2575 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 {
2251 op->speed_left--; 2579 op->speed_left--;
2252 return 0; 2580 return 0;
2253 } 2581 }
2254 } 2582 }
2255 2583
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2588 */
2261 if (op->contr->ranges[range_golem] && 2589 if (op->contr->ranges[range_golem] &&
2262 ((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)))
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2591 {
2264 op->contr->ranges[range_golem] = NULL; 2592 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0; 2593 op->contr->golem_count = 0;
2266 } 2594 }
2267 2595
2268 /* 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
2269 * the players time has been increased when doericserver has been 2597 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2598 * called, so we recheck it here.
2271 */ 2599 */
2272 HandleClient(&op->contr->socket, op->contr); 2600 HandleClient (&op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0; 2601 if (op->speed_left < 0)
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0; 2602 return 0;
2288}
2289 2603
2290int save_life(object *op) { 2604 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2292 2608
2293 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
2294 return 0; 2617 return 0;
2618 }
2619 return 0;
2620}
2295 2621
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2622int
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2623save_life (object *op)
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2624{
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2625 object *tmp;
2300 "Your %s vibrates violently, then evaporates.", 2626
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 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;
2318} 2651}
2319 2652
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2656 * from.
2324 */ 2657 */
2658void
2325void remove_unpaid_objects(object *op, object *env) 2659remove_unpaid_objects (object *op, object *env)
2326{ 2660{
2327 object *next; 2661 object *next;
2328 2662
2329 while (op) { 2663 while (op)
2664 {
2330 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
2331 * we remove object 'op' 2666 * we remove object 'op'
2332 */ 2667 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2668 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 {
2334 remove_ob(op); 2670 remove_ob (op);
2335 op->x = env->x; 2671 op->x = env->x;
2336 op->y = env->y; 2672 op->y = env->y;
2337 if (env->type == PLAYER) 2673 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2674 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2675 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2676 }
2677 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2678 remove_unpaid_objects (op->inv, env);
2342 op=next; 2679 op = next;
2343 } 2680 }
2344} 2681}
2345 2682
2346 2683
2347/* 2684/*
2349 * Moved from apply.c to player.c - player.c is what 2686 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2687 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2688 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2689 * but there isn't one in the server directory.
2353 */ 2690 */
2691char *
2354char *gravestone_text (object *op) 2692gravestone_text (object *op)
2355{ 2693{
2356 static char buf2[MAX_BUF]; 2694 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2695 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2696 time_t now = time (NULL);
2359 2697
2360 strcpy (buf2, " R.I.P.\n\n"); 2698 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2699 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2701 else
2364 sprintf (buf, "%s\n", &op->name); 2702 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2703 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2704 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2368 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);
2369 else 2707 else
2370 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);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2710 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2711 if (op->type == PLAYER)
2712 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2713 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2714 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2715 strcat (buf2, buf);
2377 } 2716 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2719 strcat (buf2, buf);
2381 return buf2; 2720 return buf2;
2382} 2721}
2383 2722
2384 2723
2385 2724
2725void
2386void do_some_living(object *op) { 2726do_some_living (object *op)
2727{
2387 int last_food=op->stats.food; 2728 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2729 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2730 int over_hp, over_sp, over_grace;
2390 int i; 2731 int i;
2391 int rate_hp = 1200; 2732 int rate_hp = 1200;
2392 int rate_sp = 2500; 2733 int rate_sp = 2500;
2393 int rate_grace = 2000; 2734 int rate_grace = 2000;
2394 const int max_hp = 1; 2735 const int max_hp = 1;
2395 const int max_sp = 1; 2736 const int max_sp = 1;
2396 const int max_grace = 1; 2737 const int max_grace = 1;
2397 2738
2398 if (op->contr->outputs_sync) { 2739 if (op->contr->outputs_sync)
2740 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 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)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2743 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2744 }
2404 2745
2405 if(op->contr->state==ST_PLAYING) { 2746 if (op->contr->state == ST_PLAYING)
2747 {
2406 2748
2407 /* these next three if clauses make it possible to SLOW DOWN 2749 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2750 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2751 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2753 else
2754 {
2412 gen_hp = op->stats.maxhp; 2755 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2757 }
2415 if(op->contr->gen_sp >= 0 ) 2758 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2760 else
2761 {
2418 gen_sp = op->stats.maxsp; 2762 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2764 }
2421 if(op->contr->gen_grace >= 0) 2765 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2767 else
2768 {
2424 gen_grace = op->stats.maxgrace; 2769 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2771 }
2427 2772
2428 /* Regenerate Spell Points */ 2773 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2777 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2778 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2779 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2780 /* dms do not consume food */
2451 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;
2452 } 2788 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2839 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2840 /* wearing stuff doesn't detract from grace generation. */
2480 } 2841 }
2481 2842
2482 /* Regenerate Hit Points */ 2843 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2844 if (--op->last_heal < 0)
2845 {
2484 if(op->stats.hp<op->stats.maxhp) { 2846 if (op->stats.hp < op->stats.maxhp)
2847 {
2485 op->stats.hp++; 2848 op->stats.hp++;
2486 /* dms do not consume food */ 2849 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2850 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2851 {
2852 op->stats.food--;
2489 if(op->contr->digestion<0) 2853 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2854 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 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 }
2494 } 2876 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2877
2510 /* Digestion */ 2878 /* Digestion */
2511 if(--op->last_eat<0) { 2879 if (--op->last_eat < 0)
2880 {
2512#ifdef COZY_SERVER 2881#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2884#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2886#endif
2520 2887
2521 if(op->contr->gen_hp > 0) 2888 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2890 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2892 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2893 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2894 op->stats.food--;
2895 }
2528 } 2896 }
2529 2897
2530 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 {
2531 object *tmp, *flesh=NULL; 2900 object *tmp, *flesh = NULL;
2532 2901
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2903 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 {
2536 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.");
2537 manual_apply(op,tmp,0); 2909 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2910 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2911 break;
2540 } 2912 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2913 else if (tmp->type == FLESH)
2914 flesh = tmp;
2542 } /* End if paid for object */ 2915 } /* End if paid for object */
2543 } /* end of for loop */ 2916 } /* end of for loop */
2544 /* 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
2545 * eat flesh instead. 2918 * eat flesh instead.
2546 */ 2919 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 {
2548 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.");
2549 manual_apply(op,flesh,0); 2923 manual_apply (op, flesh, 0);
2550 } 2924 }
2551 } /* end if player is starving */ 2925 } /* end if player is starving */
2552 2926
2553 while(op->stats.food<0&&op->stats.hp>0) 2927 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2928 op->stats.food++, op->stats.hp--;
2555 2929
2556 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))
2557 kill_player(op); 2931 kill_player (op);
2558} 2932}
2559 2933
2560 2934
2561 2935
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2938 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2939 * file.
2566 */ 2940 */
2941void
2567void kill_player(object *op) 2942kill_player (object *op)
2568{ 2943{
2569 char buf[MAX_BUF]; 2944 char buf[MAX_BUF];
2570 int x,y,i; 2945 int x, y;
2946
2947 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2948 maptile *map; /* this is for resurrection */
2949
2572 int z; 2950 /* int z;
2573 int num_stats_lose; 2951 int num_stats_lose;
2574 int lost_a_stat; 2952 int lost_a_stat;
2575 int lose_this_stat; 2953 int lose_this_stat;
2576 int this_stat; 2954 int this_stat; */
2577 int will_kill_again; 2955 int will_kill_again;
2578 archetype *at; 2956 archetype *at;
2579 object *tmp; 2957 object *tmp;
2580 2958
2581 if(save_life(op)) 2959 if (save_life (op))
2582 return; 2960 return;
2583 2961
2584 2962
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2965 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2966 */
2589 if (op_on_battleground(op, &x, &y)) { 2967 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2968 {
2591 "You have been defeated in combat!"); 2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2971
2594
2595 /* restore player */ 2972 /* restore player */
2596 at = find_archetype("poisoning"); 2973 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2974 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2975 if (tmp)
2976 {
2599 remove_ob(tmp); 2977 remove_ob (tmp);
2600 free_object(tmp); 2978 free_object (tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2980 }
2603 2981
2604 at = find_archetype("confusion"); 2982 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2984 if (tmp)
2985 {
2607 remove_ob(tmp); 2986 remove_ob (tmp);
2608 free_object(tmp); 2987 free_object (tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2989 }
2611 2990
2612 cure_disease(op,0); /* remove any disease */ 2991 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2993 if (op->stats.food <= 0)
2615 2994 op->stats.food = 999;
2995
2616 /* create a bodypart-trophy to make the winner happy */ 2996 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2997 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 2998 if (tmp != NULL)
2619 { 2999 {
2620 sprintf(buf,"%s's finger", &op->name); 3000 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 3001 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 3002 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 3005 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 3006 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 3007 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 3008 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 3009 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 3010 }
3011
2633 /* teleport defeated player to new destination*/ 3012 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 3013 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 3014 op->contr->braced = 0;
2636 return; 3015 return;
2637 } 3016 }
2638 3017
2639 INVOKE_PLAYER (DEATH, op->contr); 3018 INVOKE_PLAYER (DEATH, op->contr);
2640 3019
2641 command_kill_pets (op, 0); 3020 command_kill_pets (op, 0);
2642 3021
2643 if(op->stats.food<0) { 3022 if (op->stats.food < 0)
3023 {
2644 if (op->contr->explore) { 3024 if (op->contr->explore)
3025 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 3028 op->stats.food = 999;
2648 return; 3029 return;
2649 } 3030 }
2650 sprintf(buf,"%s starved to death.",&op->name); 3031 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3032 strcpy (op->contr->killer, "starvation");
3033 }
3034 else
2652 } 3035 {
2653 else {
2654 if (op->contr->explore) { 3036 if (op->contr->explore)
3037 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3040 op->stats.hp = op->stats.maxhp;
2658 return; 3041 return;
2659 } 3042 }
2660 sprintf(buf,"%s died.", &op->name); 3043 sprintf (buf, "%s died.", &op->name);
2661 } 3044 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3046
2664 /* save the map location for corpse, gravestone*/ 3047 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3048 x = op->x;
3049 y = op->y;
3050 map = op->map;
2666 3051
2667 3052
2668 if (settings.not_permadeth == TRUE) { 3053 if (settings.not_permadeth == TRUE)
3054 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3055 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 3058 */
2673 3059
2674 /* Basically two ways to go - remove a stat permanently, or just 3060 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3061 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3062 * of death.
2677 */ 3063 */
2678#ifndef COZY_SERVER 3064#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3065 if (settings.balanced_stat_loss)
3066 {
2680 /* If stat loss is permanent, lose one stat only. */ 3067 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 3069 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3070 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3071 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3072 little bit harder. */
2686 /* GD */ 3073 /* GD */
2687 if (settings.stat_loss_on_death) 3074 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 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
2693 } 3080 {
3081 num_stats_lose = 1;
3082 }
2694 lost_a_stat = 0; 3083 lost_a_stat = 0;
2695 3084
2696 for (z=0; z<num_stats_lose; z++) { 3085 for (z = 0; z < num_stats_lose; z++)
3086 {
2697 i = RANDOM() % NUM_STATS; 3087 i = RANDOM () % NUM_STATS;
2698 3088
2699 if (settings.stat_loss_on_death) { 3089 if (settings.stat_loss_on_death)
3090 {
2700 /* 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
2701 * what he lost. 3092 * what he lost.
2702 */ 3093 */
2703 change_attr_value(&(op->stats), i,-1); 3094 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3095 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3096 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3097 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3099 lost_a_stat = 1;
3100 }
2709 } else { 3101 else
3102 {
2710 /* deplete a stat */ 3103 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3104 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3105 object *dep;
2713 3106
2714 dep = present_arch_in_ob(deparch,op); 3107 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3108 if (!dep)
3109 {
2716 dep = arch_to_object(deparch); 3110 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3111 insert_ob_in_ob (dep, op);
2718 } 3112 }
2719 lose_this_stat = 1; 3113 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3114 if (settings.balanced_stat_loss)
3115 {
2721 /* GD */ 3116 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3117 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3118 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3119 if (this_stat < 0)
3120 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3122 int keep_chance = this_stat * this_stat;
3123
2727 /* Yes, I am paranoid. Sue me. */ 3124 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3125 if (keep_chance < 1)
2729 keep_chance = 1; 3126 keep_chance = 1;
2730 3127
2731 /* There is a maximum depletion total per level. */ 3128 /* There is a maximum depletion total per level. */
2732 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)
2733 lose_this_stat = 0; 3138 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* 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",
2741 this_stat, keep_chance, loss_chance, 3140 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3141 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3142 }
2744 } 3143 }
2745 } 3144 }
2746 3145
2747 if (lose_this_stat) { 3146 if (lose_this_stat)
3147 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3148 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3149 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3150 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3151 * stats have been depleted to -50, all are pretty low
2752 * 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
2753 * difference. 3153 * difference.
2754 */ 3154 */
2755 if (this_stat>=-50) { 3155 if (this_stat >= -50)
3156 {
2756 change_attr_value(&(dep->stats), i, -1); 3157 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3158 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3160 fix_player (op);
2760 lost_a_stat = 1; 3161 lost_a_stat = 1;
2761 } 3162 }
2762 } 3163 }
2763 } 3164 }
2764 } 3165 }
2765 /* If no stat lost, tell the player. */ 3166 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3167 if (!lost_a_stat)
2767 { 3168 {
2768 /* determine_god() seems to not work sometimes... why is this? 3169 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3170 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3171 const char *god = determine_god (op);
3172
2771 if (god && (strcmp(god, "none"))) 3173 if (god && (strcmp (god, "none")))
2772 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);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3175 else
2776 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.");
2777 " 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;
2778 } 3282 }
2779#endif 3283 insert_ob_in_ob (force, op);
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3284 fix_player (op);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 3285
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3286 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 3287
2826 apply_death_exp_penalty(op); 3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2827 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);
2828 op->stats.hp = op->stats.maxhp; 3324 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3325 op->stats.food = 999;
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 3326
2832 /* 3327 /* set the location of where the person will reappear when */
2833 * 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 */
2834 * the player has any unpaid items. If so, remove them and put them back 3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
2835 * in the map. 3330 if (op->map != NULL)
2836 */ 3331 op->map = NULL;
2837 3332 op->x = settings.emergency_x;
2838 if (is_in_shop (op)) 3333 op->y = settings.emergency_y;
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1); 3334 save_player (op, 0);
2855 3335 op->map = map;
2856 /* it is possible that the player has blown something up 3336 /* please see resurrection.c: peterm */
2857 * at his savebed location, and that can have long lasting 3337 dead_player (op);
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 }
2866 if (will_kill_again) {
2867 object *force;
2868 int at;
2869
2870 force=get_archetype(FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3338 }
2879 insert_ob_in_ob(force, op); 3339 else
2880 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)
2881 3383 {
2882 } 3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2883 /**************************************/ 3385 free_object (tmp2);
2884 /* */ 3386 insert_ob_in_map (tmp, op->map, NULL, 0);
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else {
2937 delete_character(op->name,1);
2938 } 3387 }
2939 } 3388 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2); 3389 free_object (tmp);
3390 }
3391 else
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3393 }
2981} 3394}
2982 3395
2983/* 3396/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3397 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3399 * was changed.
2987 */ 3400 */
2988 3401
3402void
2989void fix_weight(void) { 3403fix_weight (void)
3404{
2990 player *pl; 3405 player *pl;
3406
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410
2993 if(old == sum) 3411 if (old == sum)
2994 continue; 3412 continue;
2995 fix_player(pl->ob); 3413 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3415 }
2999} 3416}
3000 3417
3418void
3001void fix_luck(void) { 3419fix_luck (void)
3420{
3002 player *pl; 3421 player *pl;
3422
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3423 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3424 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3425 change_luck (pl->ob, 0);
3006} 3426}
3007 3427
3008 3428
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3429/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3430 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3431 * just treat this as any other spell casting object.
3012 */ 3432 */
3013 3433
3014void 3434void
3015cast_dust (object * op, object * throw_ob, int dir) 3435cast_dust (object *op, object *throw_ob, int dir)
3016{ 3436{
3017 object *skop, *spob; 3437 object *skop, *spob;
3018 3438
3019 skop = find_skill_by_name (op, throw_ob->skill); 3439 skop = find_skill_by_name (op, throw_ob->skill);
3020 3440
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3441 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3442 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3443 {
3024 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);
3025 &op->name);
3026 return; 3445 return;
3027 } 3446 }
3028 3447
3029 spob = throw_ob->inv; 3448 spob = throw_ob->inv;
3030 3449
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3452 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3453 if (!spob)
3035 { 3454 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3456 return;
3039 } 3457 }
3040 3458
3041 if (op->type == PLAYER) 3459 if (op->type == PLAYER)
3042 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);
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047 remove_ob (throw_ob); 3465 remove_ob (throw_ob);
3048 free_object (throw_ob); 3466 free_object (throw_ob);
3049} 3467}
3050 3468
3469void
3051void make_visible (object *op) { 3470make_visible (object *op)
3471{
3052 op->hide = 0; 3472 op->hide = 0;
3053 op->invisible = 0; 3473 op->invisible = 0;
3054 if(op->type==PLAYER) { 3474 if (op->type == PLAYER)
3475 {
3055 op->contr->tmp_invis = 0; 3476 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3477 op->contr->invis_race = 0;
3057 } 3478 }
3058 update_object(op,UP_OBJ_FACE); 3479 update_object (op, UP_OBJ_FACE);
3059} 3480}
3060 3481
3482int
3061int is_true_undead(object *op) { 3483is_true_undead (object *op)
3484{
3062 object *tmp=NULL; 3485 object *tmp = NULL;
3063 3486
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1;
3065 3489
3066 if(op->type==PLAYER) 3490 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3070 return 0; 3495 return 0;
3071} 3496}
3072 3497
3073/* look at the surrounding terrain to determine 3498/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3499 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3500 * indicate greater hideability.
3076 */ 3501 */
3077 3502
3503int
3078int hideability(object *ob) { 3504hideability (object *ob)
3505{
3079 int i,level=0, mflag; 3506 int i, level = 0, mflag;
3080 sint16 x,y; 3507 sint16 x, y;
3081 3508
3082 if(!ob||!ob->map) return 0; 3509 if (!ob || !ob->map)
3510 return 0;
3083 3511
3084 /* so, on normal lighted maps, its hard to hide */ 3512 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3513 level = ob->map->darkness - 2;
3086 3514
3087 /* this also picks up whether the object is glowing. 3515 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3517 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3518 if (has_carried_lights (ob))
3519 level = -(10 + (2 * ob->map->darkness));
3091 3520
3092 /* scan through all nearby squares for terrain to hide in */ 3521 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3524 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3525 if (mflag & P_OUT_OF_MAP)
3526 {
3527 continue;
3528 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3529 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3530 level += 2;
3098 else /* open terrain! */ 3531 else /* open terrain! */
3099 level -= 1; 3532 level -= 1;
3100 } 3533 }
3101 3534
3102#if 0 3535#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3536 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3537#endif
3105 return level; 3538 return level;
3106} 3539}
3107 3540
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3541/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3542 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3543 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3544 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3545 */
3113 3546
3547void
3114void do_hidden_move (object *op) { 3548do_hidden_move (object *op)
3549{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3551 object *skop;
3117 3552
3118 if(!op || !op->map) return; 3553 if (!op || !op->map)
3554 return;
3119 3555
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3557
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3559 if (op->type == PLAYER && op->contr->run_on)
3560 {
3124 if(!skop || num >= skop->level) { 3561 if (!skop || num >= skop->level)
3562 {
3125 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!");
3126 make_visible(op); 3564 make_visible (op);
3127 return; 3565 return;
3566 }
3567 else
3128 } else num += 20; 3568 num += 20;
3129 } 3569 }
3130 num += op->map->difficulty; 3570 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3571 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3572 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 {
3134 make_visible(op); 3575 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3576 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3578 }
3138 else if (op->type == PLAYER && skop) { 3579 else if (op->type == PLAYER && skop)
3580 {
3139 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);
3140 } 3582 }
3141} 3583}
3142 3584
3143/* determine if who is standing near a hostile creature. */ 3585/* determine if who is standing near a hostile creature. */
3144 3586
3587int
3145int stand_near_hostile( object *who ) { 3588stand_near_hostile (object *who)
3589{
3146 object *tmp=NULL; 3590 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3591 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3592 maptile *m;
3149 sint16 x,y; 3593 sint16 x, y;
3150 3594
3151 if(!who) return 0; 3595 if (!who)
3596 return 0;
3152 3597
3153 if(who->type==PLAYER) player=1; 3598 if (who->type == PLAYER)
3599 player = 1;
3600
3601 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3602 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3603
3156 /* search adjacent squares */ 3604 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3605 for (i = 1; i < 9; i++)
3606 {
3158 x = who->x+freearr_x[i]; 3607 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3608 y = who->y + freearr_y[i];
3160 m = who->map; 3609 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3610 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3611 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3612 * blocked, don't need to check this space.
3164 */ 3613 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3614 if (mflags & P_OUT_OF_MAP)
3615 continue;
3166 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)))
3167 3617 continue;
3618
3168 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)
3169 if((player||friendly) 3620 {
3170 &&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)
3171 return 1; 3627 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3628 }
3178 } 3629 }
3179 } 3630 }
3180 return 0; 3631 return 0;
3181} 3632}
3182 3633
3183/* check the player los field for viewability of the 3634/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3635 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3644 * -b.t.
3194 * This function is now map tiling safe. 3645 * This function is now map tiling safe.
3195 */ 3646 */
3196 3647
3648int
3197int player_can_view (object *pl,object *op) { 3649player_can_view (object *pl, object *op)
3650{
3198 rv_vector rv; 3651 rv_vector rv;
3199 int dx,dy; 3652 int dx, dy;
3200 3653
3201 if(pl->type!=PLAYER) { 3654 if (pl->type != PLAYER)
3655 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3656 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3657 return -1;
3204 } 3658 }
3205 if (!pl || !op) return 0; 3659 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3690}
3232 3691
3233/* routine for both players and monsters. We call this when 3692/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3693 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3694 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3695 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3696 * return 0.
3238 */ 3697 */
3698int
3239int action_makes_visible (object *op) { 3699action_makes_visible (object *op)
3700{
3240 3701
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3702 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3704 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3705 return 0;
3244 3706
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3707 if (op->contr && op->contr->tmp_invis == 0)
3708 return 0;
3246 3709
3247 /* If monsters, they should become visible */ 3710 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3711 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3712 {
3249 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");
3250 return 1; 3714 return 1;
3251 } 3715 }
3252 } 3716 }
3253 return 0; 3717 return 0;
3254} 3718}
3255 3719
3256/* op_on_battleground - checks if the given object op (usually 3720/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3721 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3722 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3723 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3727 */
3728int
3264int op_on_battleground (object *op, int *x, int *y) { 3729op_on_battleground (object *op, int *x, int *y)
3730{
3265 object *tmp; 3731 object *tmp;
3266 3732
3267 /* A battleground-tile needs the following attributes to be valid: 3733 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3735 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3736 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3737 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3738 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3739 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3740 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3741 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3743 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3744 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3745 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3746 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3749 object *invtmp;
3750
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3751 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3752 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3753 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3754 {
3284 if (x != NULL && y != NULL) 3755 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3756 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3757 return 1;
3758 }
3287 } 3759 }
3288 } 3760 }
3289 }
3290 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3762 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3763 return 1;
3764 }
3293 } 3765 }
3294 }
3295 } 3766 }
3296 /* If we got here, did not find a battleground */ 3767 /* If we got here, did not find a battleground */
3297 return 0; 3768 return 0;
3298} 3769}
3299 3770
3300/* 3771/*
3304 * attributes: 3775 * attributes:
3305 * object *who the dragon player 3776 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3777 * int atnr the attack-number of the ability focus
3307 * int level ability level 3778 * int level ability level
3308 */ 3779 */
3780void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3781dragon_ability_gain (object *who, int atnr, int level)
3782{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3783 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3784 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3785 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3786 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3787 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3788 int i = 0, j = 0;
3316 3789
3317 /* get the appropriate treasurelist */ 3790 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3791 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3792 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3793 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3794 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3795 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3796 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3797 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3798 trlist = find_treasurelist ("dragon_ability_poison");
3326 3799
3327 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))
3328 return; 3817 return;
3329 3818
3330 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);
3331 tr = tr->next, i++); 3820 do_learn_spell (who, item, 0);
3332 3821 return;
3333 if (tr == NULL || tr->item == NULL) { 3822 }
3334 /* 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))
3335 return; 3833 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3834 if (item->invisible)
3835 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3837 do_learn_spell (who, item->inv, 0);
3361 return; 3838 return;
3362 } 3839 }
3363 } 3840 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3841 else if (item->type == SKILL_TOOL && item->invisible)
3842 {
3365 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 {
3366 3845
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3846 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3849 * but not all of them, he gets nothing.
3371 */ 3850 */
3372 if (!(skop->attacktype & item->attacktype)) { 3851 if (!(skop->attacktype & item->attacktype))
3852 {
3373 /* Give new attacktype */ 3853 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3854 skop->attacktype |= item->attacktype;
3375 3855
3376 /* always add physical if there's none */ 3856 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3857 skop->attacktype |= AT_PHYSICAL;
3378 3858
3379 if (item->msg != NULL) 3859 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3861
3382 /* Give player new face */ 3862 /* Give player new face */
3383 if (item->animation_id) { 3863 if (item->animation_id)
3864 {
3384 who->face = skop->face; 3865 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3866 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3867 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3868 who->last_anim = 0;
3388 who->state = 0; 3869 who->state = 0;
3389 animate_object(who, who->direction); 3870 animate_object (who, who->direction);
3390 } 3871 }
3391 } 3872 }
3392 } 3873 }
3393 } 3874 }
3394 else if (item->type == FORCE) { 3875 else if (item->type == FORCE)
3876 {
3395 /* forces in the treasurelist can alter the player's stats */ 3877 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3878 object *skin;
3879
3397 /* first get the dragon skin force */ 3880 /* first get the dragon skin force */
3398 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);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3882 if (skin == NULL)
3401 3883 return;
3884
3402 /* adding new spellpath attunements */ 3885 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3888 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3889
3406 /* print message */ 3890 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3891 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3892 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3893 {
3409 if(item->path_attuned & (1<<i)) { 3894 if (item->path_attuned & (1 << i))
3895 {
3410 if (j) 3896 if (j)
3411 strcat(buf," and "); 3897 strcat (buf, " and ");
3412 else 3898 else
3413 j = 1; 3899 j = 1;
3414 strcat(buf, spellpathnames[i]); 3900 strcat (buf, spellpathnames[i]);
3415 } 3901 }
3416 } 3902 }
3417 strcat(buf,"."); 3903 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3904 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3905 }
3420 3906
3421 /* evtl. adding flags: */ 3907 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3908 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3909 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3910 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3911 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3912 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3913 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3914
3429 /* print message if there is one */ 3915 /* print message if there is one */
3430 if (item->msg != NULL) 3916 if (item->msg != NULL)
3431 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
3432 } 3920 {
3433 else {
3434 /* generate misc. treasure */ 3921 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3922 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3924 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3925 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3926 esrv_send_item (who, tmp);
3440 } 3927 }
3441} 3928}
3442 3929
3443/** 3930/**
3444 * 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
3445 * not readied. 3932 * not readied.
3446 */ 3933 */
3934void
3447void player_unready_range_ob(player *pl, object *ob) { 3935player_unready_range_ob (player *pl, object *ob)
3936{
3448 rangetype i; 3937 rangetype i;
3449 3938
3450 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 {
3451 if (pl->ranges[i] == ob) { 3941 if (pl->ranges[i] == ob)
3942 {
3452 pl->ranges[i] = NULL; 3943 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3944 if (pl->shoottype == i)
3945 {
3454 pl->shoottype = range_none; 3946 pl->shoottype = range_none;
3455 } 3947 }
3456 } 3948 }
3457 } 3949 }
3458} 3950}

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