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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.11 2006/08/29 08:01:37 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.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 p = (player *) malloc(sizeof(player)); 217 {
208 if(p==NULL) 218 p = new player;
209 fatal(OUT_OF_MEMORY);
210 219
211 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 221 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
215 * 'who'. 224 * 'who'.
216 */ 225 */
217 player *tmp = first_player; 226 player *tmp = first_player;
227
218 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 229 tmp = tmp->next;
220 if(tmp!=NULL) 230 if (tmp != NULL)
221 tmp->next=p; 231 tmp->next = p;
222 else 232 else
223 first_player=p; 233 first_player = p;
224 234
225 p->next = NULL; 235 p->next = NULL;
226 } 236 }
227 237
228 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
229 * for next and socket. 239 * for next and socket.
230 */ 240 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
232 p->attachable_init (); //HACK
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party=NULL; 246 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left=0.5; 260 op->speed_left = 0.5;
252 op->speed=1.0; 261 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 266
258 roll_stats(op); 267 roll_stats (op);
259 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los(op); 269 clear_los (op);
261 270
262 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
263 p->last_speed= -1; 272 p->last_speed = -1;
264 p->shoottype=range_none; 273 p->shoottype = range_none;
265 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 275 p->petmode = pet_normal;
267 p->listening=10; 276 p->listening = 10;
268 p->usekeys=containers; 277 p->usekeys = containers;
269 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 280 p->do_los = 1;
272 p->explore=0; 281 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
284 * at zero. 292 * at zero.
285 */ 293 */
286 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
287 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
289 } 298 }
290 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
291 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
292 } 302 }
293 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
295 305
296 p->socket.update_look=0; 306 p->socket.update_look = 0;
297 p->socket.look_position=0; 307 p->socket.look_position = 0;
298 return p; 308 return p;
299} 309}
300
301 310
302/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
303static void set_first_map(object *op) 313set_first_map (object *op)
304{ 314{
305 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 316 op->x = -1;
307 op->y = -1; 317 op->y = -1;
308 enter_exit(op, NULL); 318 enter_exit (op, NULL);
309} 319}
310 320
311/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
313 * mode. 323 * mode.
314 */ 324 */
315 325
326int
316int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
317 player *p; 329 player *p;
318 330
319 p=get_player(NULL); 331 p = get_player (NULL);
320 p->socket = *ns; 332 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
322 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 339 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 340 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 341 * on the uncoming socket.
328 */ 342 */
329 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 344 set_first_map (p->ob);
331 345
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
334 send_rules(p->ob); 348 send_rules (p->ob);
335 send_news(p->ob); 349 send_news (p->ob);
336 display_motd(p->ob); 350 display_motd (p->ob);
337 get_name(p->ob); 351 get_name (p->ob);
352
338 return 0; 353 return 0;
339} 354}
340 355
341/* 356/*
342 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
345 */ 360 */
361archetype *
346archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
347{ 363{
348 archetype *start = at; 364 archetype *start = at;
365
349 for (;;) { 366 for (;;)
367 {
350 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
351 at=first_archetype; 369 at = first_archetype;
352 else 370 else
353 at=at->next; 371 at = at->next;
354 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
355 return at; 373 return at;
356 if (at == start) { 374 if (at == start)
375 {
357 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 377 exit (-1);
359 } 378 }
360 } 379 }
361} 380}
362 381
363 382
383object *
364object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
365 object *op = NULL; 386 object *op = NULL;
366 player *pl = NULL; 387 player *pl = NULL;
367 objectlink *ol; 388 objectlink *ol;
368 unsigned lastdist; 389 unsigned lastdist;
369 rv_vector rv; 390 rv_vector rv;
370 391
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393 {
372 /* We should not find free objects on this friendly list, but it 394 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
376 */ 398 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
378 object *tmp=ol->ob; 401 object *tmp = ol->ob;
379 402
380 /* Can't do much more other than log the fact, because the object 403 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 404 * itself will have been cleared.
382 */ 405 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 407 ol = ol->next;
385 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
409 if (!ol)
386 if (!ol) return op; 410 return op;
387 } 411 }
388 412
389 /* Remove special check for player from this. First, it looks to cause 413 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 415 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 416 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
395 */ 419 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 421 continue;
398 422
399 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
400 op=ol->ob; 425 op = ol->ob;
401 lastdist=rv.distance; 426 lastdist = rv.distance;
402 } 427 }
403 } 428 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
406 433
407 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
408 op=pl->ob; 436 op = pl->ob;
409 lastdist=rv.distance; 437 lastdist = rv.distance;
410 } 438 }
411 } 439 }
412 } 440 }
413#if 0 441#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 443#endif
416 return op; 444 return op;
417} 445}
418 446
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 447/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 448 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 486 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 487 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 488 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 489 * is blocking itself.
462 */ 490 */
491int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
464 rv_vector rv; 494 rv_vector rv;
465 sint16 x,y; 495 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
468 498
469 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
470 500
471 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
502 return 0;
472 503
473 x=mon->x; 504 x = mon->x;
474 y=mon->y; 505 y = mon->y;
475 m=mon->map; 506 m = mon->map;
476 dir = rv.direction; 507 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 510 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 511 if (diff > max)
512 return 0;
481 while (diff >1 && max>0) { 513 while (diff > 1 && max > 0)
514 {
482 lastx = x; 515 lastx = x;
483 lasty = y; 516 lasty = y;
484 lastmap = m; 517 lastmap = m;
485 x = lastx + freearr_x[dir]; 518 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 519 y = lasty + freearr_y[dir];
487 520
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 521 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 523
491 /* Space is blocked - try changing direction a little */ 524 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
494 /* recalculate direction from last good location. Possible 528 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 529 * we were not traversing ideal location before.
496 */ 530 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 532 if (rv.direction != dir)
533 {
499 /* OK - says direction should be different - lets reset the 534 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 535 * the values so it will try again.
501 */ 536 */
502 x = lastx; 537 x = lastx;
503 y = lasty; 538 y = lasty;
504 m = lastmap; 539 m = lastmap;
505 dir = firstdir = rv.direction; 540 dir = firstdir = rv.direction;
541 }
506 } else { 542 else
543 {
507 /* direct path is blocked - try taking a side step to 544 /* direct path is blocked - try taking a side step to
508 * either the left or right. 545 * either the left or right.
509 * Note increase the values in the loop below to be 546 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 547 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 548 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 549 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 550 * stepping back and forth
514 */ 551 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 555 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 556 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 557 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 558 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 559 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 560 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 561 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 562 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 563 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 564 * the last direction the creature has successfully
526 * moved. 565 * moved.
527 */ 566 */
528 567
529 x = lastx + freearr_x[absdir(lastdir+i)]; 568 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 569 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 570 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 571 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 572 if (mflags & P_OUT_OF_MAP)
573 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 577 if (mflags & P_BLOCKSVIEW)
578 continue;
537 579
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
539 } 582 }
540 /* go through entire loop without finding a valid 583 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 584 * sidestep to take - thus, no valid path.
542 */ 585 */
543 if (i==(DETOUR_AMOUNT+1)) 586 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 587 return 0;
545 diff--; 588 diff--;
546 lastdir=dir; 589 lastdir = dir;
547 max--; 590 max--;
548 if (!firstdir) firstdir = dir+i; 591 if (!firstdir)
592 firstdir = dir + i;
549 } /* else check alternate directions */ 593 } /* else check alternate directions */
550 } /* if blocked */ 594 } /* if blocked */
551 else { 595 else
596 {
552 /* we moved towards creature, so diff is less */ 597 /* we moved towards creature, so diff is less */
553 diff--; 598 diff--;
554 max--; 599 max--;
555 lastdir=dir; 600 lastdir = dir;
601 if (!firstdir)
556 if (!firstdir) firstdir = dir; 602 firstdir = dir;
603 }
604 if (diff <= 1)
557 } 605 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 606 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 607 * headed toward player for entire distance.
561 */ 608 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 611 }
565 if (diff>max) return 0; 612 if (diff > max)
613 return 0;
566 } 614 }
567 /* If we reached the max, didn't find a direction in time */ 615 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 616 if (!max)
617 return 0;
569 618
570 return firstdir; 619 return firstdir;
571} 620}
572 621
622void
573void give_initial_items(object *pl,treasurelist *items) { 623give_initial_items (object *pl, treasurelist * items)
624{
574 object *op,*next=NULL; 625 object *op, *next = NULL;
575 626
576 if(pl->randomitems!=NULL) 627 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 629
579 for (op=pl->inv; op; op=next) { 630 for (op = pl->inv; op; op = next)
631 {
580 next = op->below; 632 next = op->below;
581 633
582 /* Forces get applied per default, unless they have the 634 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 635 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 636 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 638 SET_FLAG (op, FLAG_APPLIED);
587 639
588 /* we never give weapons/armour if these cannot be used 640 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 641 * by this player due to race restrictions
590 */ 642 */
591 if (pl->type == PLAYER) { 643 if (pl->type == PLAYER)
644 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 646 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 647 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 648 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 650 {
598 remove_ob (op); 651 remove_ob (op);
599 free_object (op); 652 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 653 continue;
622 } 654 }
623 if (op->nrof > 1) op->nrof = 1; 655 }
656
657 /* This really needs to be better - we should really give
658 * a substitute spellbook. The problem is that we don't really
659 * have a good idea what to replace it with (need something like
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */
663 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 664 {
665 object *tmp;
625 666
667 for (tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name)
669 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678 if (op->nrof > 1)
679 op->nrof = 1;
680 }
681
626 if (op->type == SPELLBOOK && op->inv) { 682 if (op->type == SPELLBOOK && op->inv)
683 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 685 }
629 686
630 /* Give starting characters identified, uncursed, and undamned 687 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 688 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 689 * merged properly.
633 */ 690 */
634 if (need_identify(op)) { 691 if (need_identify (op))
692 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 693 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 694 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
638 } 698 {
639 if(op->type==SPELL) {
640 remove_ob(op); 699 remove_ob (op);
641 free_object(op); 700 free_object (op);
642 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
643 } 704 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 706 op->stats.exp = 0;
647 op->level = 1; 707 op->level = 1;
648 } 708 }
649 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
652 713
653 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
654 link_player_skills(pl); 715 link_player_skills (pl);
655} 716}
656 717
718void
657void get_name(object *op) { 719get_name (object *op)
720{
658 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 722 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 723 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 724}
662 725
726void
663void get_password(object *op) { 727get_password (object *op)
728{
664 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 730 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 732}
668 733
734void
669void play_again(object *op) 735play_again (object *op)
670{ 736{
671 op->contr->state=ST_PLAY_AGAIN; 737 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 738 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 740 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 741 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 742 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 743 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 744 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 745 * to leave it to play_again to remove the object in all
680 * cases. 746 * cases.
681 */ 747 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 748 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 749 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 750 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 751 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 752 * the map is null or not swapped out.
687 */ 753 */
688 op->map = NULL; 754 op->map = NULL;
689} 755}
690 756
691 757int
692int receive_play_again(object *op, char key) 758receive_play_again (object *op, char key)
693{ 759{
694 if(key=='q'||key=='Q') { 760 if (key == 'q' || key == 'Q')
761 {
695 remove_friendly_object(op); 762 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 763 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 764 return 2;
698 } 765 }
699 else if(key=='a'||key=='A') { 766 else if (key == 'a' || key == 'A')
767 {
700 player *pl = op->contr; 768 player *pl = op->contr;
701 const char *name = op->name; 769 shstr name = op->name;
702 770
703 add_refcount(name); 771 op->contr = 0;
704 remove_friendly_object(op); 772 op->type = 0;
705 free_object(op); 773 op->destroy (1);
706 pl = get_player(pl); 774 pl = get_player (pl);
707 op = pl->ob; 775 op = pl->ob;
708 add_friendly_object(op); 776 add_friendly_object (op);
709 op->contr->password[0]='~'; 777 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 778 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 779 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 781 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 782 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 783 set_first_map (op);
719 } else { 784 }
785 else
720 /* user pressed something else so just ask again... */ 786 /* user pressed something else so just ask again... */
721 play_again(op); 787 play_again (op);
722 } 788
723 return 0; 789 return 0;
724} 790}
725 791
792void
726void confirm_password(object *op) { 793confirm_password (object *op)
794{
727 795
728 op->contr->write_buf[0]='\0'; 796 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 799}
732 800
801void
733void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
734 if (party == NULL) { 804 if (party == NULL)
805 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 807 return;
737 } 808 }
738 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 813}
743 814
744 815
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int
746int roll_stat(void) { 818roll_stat (void)
819{
747 int a[4],i,j,k; 820 int a[4], i, j, k;
748 821
749 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
751 824
752 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 826 if (a[i] < k)
754 k=a[i],j=i; 827 k = a[i], j = i;
755 828
756 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
830 {
757 if(i!=j) 831 if (i != j)
758 k+=a[i]; 832 k += a[i];
759 } 833 }
760 return k; 834 return k;
761} 835}
762 836
837void
763void roll_stats(object *op) { 838roll_stats (object *op)
839{
764 int sum=0; 840 int sum = 0;
765 int i = 0, j = 0; 841 int i = 0, j = 0;
766 int statsort[7]; 842 int statsort[7];
767 843
844 do
768 do { 845 {
769 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 854 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
780 856
781 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
789 865
790 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
791 do { 868 {
792 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
793 j = statsort[i]; 871 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 873 statsort[i + 1] = j;
796 i = 0; 874 i = 0;
875 }
797 } else { 876 else
877 {
798 i++; 878 i++;
799 } 879 }
880 }
800 } while (i < 6); 881 while (i < 6);
801 882
802 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
809 890
810 891
811 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
818 899
819 op->level=1; 900 op->level = 1;
820 op->stats.exp=0; 901 op->stats.exp = 0;
821 op->stats.ac=0; 902 op->stats.ac = 0;
822 903
823 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
826 907
827 fix_player(op); 908 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
832} 913}
833 914
915void
834void Roll_Again(object *op) 916Roll_Again (object *op)
835{ 917{
836 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 921}
839 922
923void
840void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
841{ 925{
842 signed char tmp; 926 signed char tmp;
843 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
844 928
845 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 934 return;
850 } 935 }
851 936
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 938
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 940
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 942
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 952 op->stats.ac = 0;
869 953
870 op->level=1; 954 op->level = 1;
871 op->stats.exp=0; 955 op->stats.exp = 0;
872 op->stats.ac=0; 956 op->stats.ac = 0;
873 957
874 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
877 961
878 fix_player(op); 962 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
884} 968}
885 969
886 970
887/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 974 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 975 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
893 */ 977 */
978int
894int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
895{ 980{
896 int keynum = key -'0'; 981 int keynum = key - '0';
897 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 984
900 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
901 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
902 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 992 }
906 else 993 else
907 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
908 995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1031 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1032
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1033 case 'q':
937 case 'Y': 1034 case 'Q':
938 roll_stats(op); 1035 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1036 return 1;
941 1037
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1038 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1040 return 0;
950 } 1041 }
951 return 0; 1042 return 0;
952} 1043}
953 1044
954/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
958 * not the class. 1049 * not the class.
959 */ 1050 */
960 1051
1052int
961int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
962{ 1054{
963 int tmp_loop; 1055 int tmp_loop;
964 1056
965 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
966 remove_ob(op); 1059 remove_ob (op);
967 play_again(op); 1060 play_again (op);
968 return 0; 1061 return 0;
969 } 1062 }
970 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
971 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
972 1066
973 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1070
977 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
979 1073
980 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
981 1075
982 if (op->msg) { 1076 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1077 op->msg = NULL;
985 }
986 1078
987 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
988 * to save here. 1080 * to save here.
989 */ 1081 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1083 make_path_to_file (buf);
992 1084
993#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
995#endif 1087#endif
996 start_info(op); 1088 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1091 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1001 fix_player(op); 1093 fix_player (op);
1002 1094
1003 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1004 * is one for this race 1096 * is one for this race
1005 */ 1097 */
1006 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1007 object *tmp; 1100 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1011 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1104 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1018 * default initial map */ 1110 * default initial map */
1019 free_object(tmp); 1111 free_object (tmp);
1112 }
1020 } else { 1113 else
1114 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1116 }
1023 return 0; 1117 return 0;
1024 } 1118 }
1025 1119
1026 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1028 */ 1122 */
1029 1123
1030 tmp_loop = 0; 1124 tmp_loop = 0;
1031 while(!tmp_loop) { 1125 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1033 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1034 remove_statbonus(op); 1130 remove_statbonus (op);
1035 remove_ob (op); 1131 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1134 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1136 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1137 op->x = x;
1045 op->y = y; 1138 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1142 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1144 }
1145
1055 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1148 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1061 if (op->msg) 1153 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1157 return 0;
1065} 1158}
1066 1159
1160int
1067int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1068{ 1162{
1069 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1070 1164
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1072 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1169 return 1;
1075 } 1170 }
1076 1171
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1079 1174
1080 terminate_all_pets(op); 1175 terminate_all_pets (op);
1081 leave_map(op); 1176 leave_map (op);
1082 op->direction=0; 1177 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1179
1086 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1181 check_score (op);
1088 op->contr->party=NULL; 1182 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1091 1185
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1093 mapstruct *mp, *next; 1188 maptile *mp, *next;
1094 1189
1095 /* We need to hunt for any per player unique maps in memory and 1190 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1191 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1193 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1101 next = mp->next; 1197 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1199 delete_map (mp);
1104 }
1105 1200 }
1201
1106 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1107 } 1203 }
1204
1108 play_again(op); 1205 play_again (op);
1109 return 1; 1206 return 1;
1110} 1207}
1111 1208
1209void
1112void flee_player(object *op) { 1210flee_player (object *op)
1211{
1113 int dir,diff; 1212 int dir, diff;
1114 rv_vector rv; 1213 rv_vector rv;
1115 1214
1116 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1219 return;
1120 } 1220 }
1121 1221
1122 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1226 return;
1126 } 1227 }
1127 1228
1128 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1131 */ 1232 */
1132 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1236 op->enemy = NULL;
1135 return; 1237 return;
1136 } 1238 }
1137 1239
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1139 op->enemy=NULL; 1242 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1244 return;
1142 } 1245 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1144 1247
1145 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1147 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1254 {
1255 return;
1256 }
1152 } 1257 }
1153 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1260 op->enemy = NULL;
1156} 1261}
1157 1262
1158 1263
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1266 * stop.
1162 */ 1267 */
1268int
1163int check_pick(object *op) { 1269check_pick (object *op)
1270{
1164 object *tmp, *next; 1271 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1272 int stop = 0;
1167 int j, k, wvratio; 1273 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1169 1275
1170
1171 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1173 return 1; 1278 return 1;
1174 1279
1175 op_tag = op->count;
1176
1177 next = op->below; 1280 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1281
1181 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1283 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1184 { 1285 {
1185 tmp = next; 1286 tmp = next;
1186 next = tmp->below; 1287 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1288
1190 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1191 return 0; 1290 return 0;
1192 1291
1193 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1194 continue; 1293 continue;
1195 1294
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1296 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1298 pick_up (op, tmp);
1200 continue; 1299 continue;
1201 } 1300 }
1202 1301
1203 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1205 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1206 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1207 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1208 return 1; 1311 return 1;
1312 case 2:
1209 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1210 return 0; 1314 return 0;
1315 case 3:
1211 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1212 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1213 break; 1319 break;
1320 case 5:
1214 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1215 stop = 1; 1322 stop = 1;
1216 break; 1323 break;
1217 case 6: 1324 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1326 pick_up (op, tmp);
1221 break; 1327 break;
1222 1328
1223 case 7: 1329 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1331 pick_up (op, tmp);
1226 break; 1332 break;
1227 1333
1228 default: 1334 default:
1229 /* use value density */ 1335 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1338 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1339 }
1262 } 1340 }
1263 } 1341 else
1342 { /* old model */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG)
1345 {
1346 /* some debugging code to figure out item information */
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1368
1266#if 0 1369#if 0
1267 /* print the flags too */ 1370 /* print the flags too */
1268 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1269 { 1372 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1272 { 1375 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1275 } 1378 fprintf (stderr, " ");
1379 }
1276 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1381 }
1278#endif 1382#endif
1279 } 1383 }
1280 /* philosophy: 1384 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1385 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1389 * example.
1286 * The drawback: right now it has no frontend, so you need to 1390 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1391 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1289 */ 1393 */
1290 1394
1291 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1294 1398
1295 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1296 1400
1297 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1298 1403
1299 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1406 * anything up */
1302 1407
1303 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1304 1410
1305 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1413 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1309 1416
1310 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1312 1420
1313 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1315 1424
1316 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1321 if(op->contr->mode & PU_DRINK) 1434 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1324 1440
1325 if(op->contr->mode & PU_POTION) 1441 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1442 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1443 {
1444 pick_up (op, tmp);
1445 continue;
1446 }
1328 1447
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1448 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1449 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1450 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1333 if(op->contr->mode & PU_SKILLSCROLL) 1456 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1457 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1458 {
1459 pick_up (op, tmp);
1460 continue;
1461 }
1462
1336 if(op->contr->mode & PU_READABLES) 1463 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1464 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1339 1469
1340 /* wands/staves/rods/horns */ 1470 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1471 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1344 1477
1345 /* pick up all magical items */ 1478 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1479 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1349 1485
1350 if(op->contr->mode & PU_VALUABLES) 1486 if (op->contr->mode & PU_VALUABLES)
1351 { 1487 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1488 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1489 {
1354 } 1490 pick_up (op, tmp);
1491 continue;
1492 }
1493 }
1355 1494
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1495 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1496 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1497 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1360 1502
1503 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH)
1506 {
1507 pick_up (op, tmp);
1508 continue;
1509 }
1510
1361 /* bows and arrows. Bows are good for selling! */ 1511 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1512 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1513 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1365 if(op->contr->mode & PU_ARROW) 1519 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1520 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1368 1525
1369 /* all kinds of armor etc. */ 1526 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1527 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1528 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1373 if(op->contr->mode & PU_HELMET) 1534 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1535 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1376 if(op->contr->mode & PU_SHIELD) 1541 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1542 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1379 if(op->contr->mode & PU_BOOTS) 1548 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1549 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1382 if(op->contr->mode & PU_GLOVES) 1555 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1556 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 continue;
1560 }
1561
1385 if(op->contr->mode & PU_CLOAK) 1562 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1563 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1388 1568
1389 /* hoping to catch throwing daggers here */ 1569 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1570 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1572 {
1573 pick_up (op, tmp);
1574 continue;
1575 }
1393 1576
1394 /* careful: chairs and tables are weapons! */ 1577 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1578 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1579 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1580 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1581 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1584 {
1402 } 1585 pick_up (op, tmp);
1586 continue;
1587 }
1588 }
1589
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1590 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1591 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1593 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1594 pick_up (op, tmp);
1595 continue;
1596 }
1597 }
1408 } 1598 }
1409 }
1410 1599
1411 /* misc stuff that's useful */ 1600 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1601 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1603 {
1604 pick_up (op, tmp);
1605 continue;
1606 }
1415 1607
1416 /* any of the last 4 bits set means we use the ratio for value 1608 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1609 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1610 if (op->contr->mode & PU_RATIO)
1419 { 1611 {
1420 /* use value density to decide what else to grab */ 1612 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1613 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1614 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1615 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1616 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1618 {
1427 pick_up(op, tmp); 1619 pick_up (op, tmp);
1428#if 0 1620#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1621 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1622 if (tmp->name != NULL)
1623 {
1431 fprintf(stderr,"%s", tmp->name); 1624 fprintf (stderr, "%s", tmp->name);
1432 } 1625 }
1626 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1627 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1628 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1630#endif
1437 continue; 1631 continue;
1632 }
1438 } 1633 }
1634 } /* the new pickup model */
1439 } 1635 }
1440 } /* the new pickup model */ 1636
1441 }
1442 return ! stop; 1637 return !stop;
1443} 1638}
1444 1639
1445/* 1640/*
1446 * Find an arrow in the inventory and after that 1641 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1642 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1643 * found object is returned.
1449 */ 1644 */
1645object *
1450object *find_arrow(object *op, const char *type) 1646find_arrow (object *op, const char *type)
1451{ 1647{
1452 object *tmp = NULL; 1648 object *tmp = NULL;
1453 1649
1454 for(op=op->inv; op; op=op->below) 1650 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1652 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1653 else if (op->type == ARROW && op->race == type)
1459 return op; 1654 return op;
1460 return tmp; 1655 return tmp;
1461} 1656}
1462 1657
1463/* 1658/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1660 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1661 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1662 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1663 */
1469 1664
1665object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1666find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1667{
1472 object *tmp = NULL, *arrow, *ntmp; 1668 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1669 int attacknum, attacktype, betterby = 0, i;
1474 1670
1475 if (!type) 1671 if (!type)
1476 return NULL; 1672 return NULL;
1477 1673
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1674 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1675 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1676 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677 {
1481 i = 0; 1678 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1679 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1680 if (i > betterby)
1681 {
1484 tmp = ntmp; 1682 tmp = ntmp;
1485 betterby = i; 1683 betterby = i;
1486 } 1684 }
1685 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1686 else if (arrow->type == ARROW && arrow->race == type)
1687 {
1488 /* allways prefer assasination/slaying */ 1688 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1690 {
1491 if (arrow->attacktype & AT_DEATH) { 1691 if (arrow->attacktype & AT_DEATH)
1692 {
1492 *better = 100; 1693 *better = 100;
1493 return arrow; 1694 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1695 }
1498 } else { 1696 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1697 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1698 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1699 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1700 }
1515 } 1701 }
1702 else
1703 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 {
1706 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1709 {
1710 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1712 }
1713 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 {
1716 tmp = arrow;
1717 betterby = 2 + arrow->magic + arrow->stats.dam;
1718 }
1719 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720 {
1721 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 }
1516 } 1724 }
1725 }
1517 } 1726 }
1518 if (tmp == NULL && arrow == NULL) 1727 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1728 return find_arrow (op, type);
1520 1729
1521 *better = betterby; 1730 *better = betterby;
1522 return tmp; 1731 return tmp;
1523} 1732}
1524 1733
1525/* looks in a given direction, finds the first valid target, and calls 1734/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1735 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1736 * op = the shooter
1528 * type = bow->race 1737 * type = bow->race
1529 * dir = fire direction 1738 * dir = fire direction
1530 */ 1739 */
1531 1740
1741object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1742pick_arrow_target (object *op, const char *type, int dir)
1533{ 1743{
1534 object *tmp = NULL; 1744 object *tmp = NULL;
1535 mapstruct *m; 1745 maptile *m;
1536 int i, mflags, found, number; 1746 int i, mflags, found, number;
1537 sint16 x, y; 1747 sint16 x, y;
1538 1748
1539 if (op->map == NULL) 1749 if (op->map == NULL)
1540 return find_arrow(op, type); 1750 return find_arrow (op, type);
1541 1751
1542 /* do a dex check */ 1752 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1753 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1754 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1755 return find_arrow (op, type);
1546 1756
1547 m = op->map; 1757 m = op->map;
1548 x = op->x; 1758 x = op->x;
1549 y = op->y; 1759 y = op->y;
1550 1760
1551 /* find the first target */ 1761 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1762 for (i = 0, found = 0; i < 20; i++)
1763 {
1553 x += freearr_x[dir]; 1764 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1765 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 {
1557 tmp = NULL; 1769 tmp = NULL;
1770 break;
1771 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption.
1776 */
1777 tmp = NULL;
1778 break;
1779 }
1780 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1558 break; 1789 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1790 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1791 }
1576 if (tmp == NULL) 1792 if (tmp == NULL)
1577 return find_arrow(op, type); 1793 return find_arrow (op, type);
1578 1794
1579 if (tmp->head) 1795 if (tmp->head)
1580 tmp = tmp->head; 1796 tmp = tmp->head;
1581 1797
1582 return find_better_arrow(op, tmp, type, &i); 1798 return find_better_arrow (op, tmp, type, &i);
1583} 1799}
1584 1800
1585/* 1801/*
1586 * Creature fires a bow - op can be monster or player. Returns 1802 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1803 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1806 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1807 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1808 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1809 * player fire modes.
1594 */ 1810 */
1811int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1813{
1598 object *left, *bow; 1814 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1815 int bowspeed, mflags;
1601 mapstruct *m; 1816 maptile *m;
1602 1817
1603 if (!dir) { 1818 if (!dir)
1819 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1821 return 0;
1606 } 1822 }
1607 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1824 bow = op->contr->ranges[range_bow];
1609 else { 1825 else
1826 {
1610 for(bow=op->inv; bow; bow=bow->below) 1827 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1828 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1829 * don't need to switch back and forth between bows and weapons.
1613 */ 1830 */
1614 if(bow->type==BOW) 1831 if (bow->type == BOW)
1615 break; 1832 break;
1616 1833
1617 if (!bow) { 1834 if (!bow)
1835 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1837 return 0;
1620 } 1838 }
1621 } 1839 }
1622 if( !bow->race || !bow->skill) { 1840 if (!bow->race || !bow->skill)
1841 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1843 return 0;
1625 } 1844 }
1626 1845
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1847
1629 /* penalize ROF for bestarrow */ 1848 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1851 if (bowspeed < 1)
1633 bowspeed = 1; 1852 bowspeed = 1;
1634 1853
1635 if (arrow == NULL) { 1854 if (arrow == NULL)
1855 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1856 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 {
1637 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1861 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1862 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1863 return 0;
1644 } 1864 }
1645 } 1865 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1867 if (mflags & P_OUT_OF_MAP)
1868 {
1648 return 0; 1869 return 0;
1649 } 1870 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1874 return 0;
1653 } 1875 }
1654 1876
1655 /* this should not happen, but sometimes does */ 1877 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1878 if (arrow->nrof == 0)
1879 {
1657 remove_ob(arrow); 1880 remove_ob (arrow);
1658 free_object(arrow); 1881 free_object (arrow);
1659 return 0; 1882 return 0;
1660 } 1883 }
1661 1884
1662 left = arrow; /* these are arrows left to the player */ 1885 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1886 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1887 if (arrow == NULL)
1888 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1890 return 0;
1669 } 1891 }
1670 set_owner(arrow, op); 1892 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1893 arrow->skill = bow->skill;
1673 1894
1674 arrow->direction=dir; 1895 arrow->direction = dir;
1675 arrow->x = sx; 1896 arrow->x = sx;
1676 arrow->y = sy; 1897 arrow->y = sy;
1677 1898
1678 if (op->type == PLAYER) { 1899 if (op->type == PLAYER)
1900 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1902 fix_player (op);
1681 } 1903 }
1682 1904
1683 SET_ANIMATION(arrow, arrow->direction); 1905 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1907 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1908 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1909 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1910 arrow->spellarg = strdup_local (arrow->slaying);
1689 1911
1690 /* Note that this was different for monsters - they got their level 1912 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1913 * added to the damage. I think the strength bonus is more proper.
1692 */ 1914 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1698 /* update the speed */ 1918 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1921
1704 if (arrow->speed < 1.0) 1922 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1923 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1924 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1925 arrow->speed_left = 0;
1708 1926
1709 if (op->type == PLAYER) { 1927 if (op->type == PLAYER)
1928 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1932
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1934 }
1935 else
1936 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1938 arrow->level = op->level;
1721 } 1939 }
1940
1722 if (arrow->attacktype == AT_PHYSICAL) 1941 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1942 arrow->attacktype |= bow->attacktype;
1943
1724 if (bow->slaying != NULL) 1944 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1945 arrow->slaying = bow->slaying;
1726 1946
1727 arrow->map = m; 1947 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1948 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1950
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1952 insert_ob_in_map (arrow, m, op, 0);
1734 1953
1735 if (!was_destroyed(arrow, tag)) 1954 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1955 move_arrow (arrow);
1737 1956
1738 if (op->type == PLAYER) { 1957 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1958 {
1959 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1960 esrv_del_item (op->contr, left->count);
1741 else 1961 else
1742 esrv_send_item(op, left); 1962 esrv_send_item (op, left);
1743 } 1963 }
1964
1744 return 1; 1965 return 1;
1745} 1966}
1746 1967
1747/* Special fire code for players - this takes into 1968/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1969 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1970 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1971 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1972 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1973 * hence the function name.
1753 */ 1974 */
1975int
1754int player_fire_bow(object *op, int dir) 1976player_fire_bow (object *op, int dir)
1755{ 1977{
1756 int ret=0, wcmod=0; 1978 int ret = 0, wcmod = 0;
1757 1979
1758 if (op->contr->bowtype == bow_bestarrow) { 1980 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1981 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1983 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1987 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1989 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1990 else if (op->contr->bowtype == bow_threewide)
1991 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1994 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1995 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1996 else if (op->contr->bowtype == bow_spreadshot)
1997 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2001
1776 } else { 2002 }
2003 else
2004 {
1777 /* Simple case */ 2005 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2007 }
1780 return ret; 2008 return ret;
1781} 2009}
1782 2010
1783 2011
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2012/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2013 * Broken apart from 'fire' to keep it more readable.
1786 */ 2014 */
2015void
1787void fire_misc_object(object *op, int dir) 2016fire_misc_object (object *op, int dir)
1788{ 2017{
1789 object *item; 2018 object *item;
1790 2019
1791 if (!op->contr->ranges[range_misc]) { 2020 if (!op->contr->ranges[range_misc])
2021 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2023 return;
1794 } 2024 }
1795 2025
1796 item = op->contr->ranges[range_misc]; 2026 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2027 if (!item->inv)
2028 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2029 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2030 return;
1800 } 2031 }
1801 if (item->type == WAND) { 2032 if (item->type == WAND)
2033 {
1802 if(item->stats.food<=0) { 2034 if (item->stats.food <= 0)
2035 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2038 return;
1806 } 2039 }
2040 }
1807 } else if (item->type == ROD || item->type==HORN) { 2041 else if (item->type == ROD || item->type == HORN)
2042 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2046 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2048 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 2050 return;
1817 } 2051 }
1818 } 2052 }
1819 2053
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2054 if (cast_spell (op, item, dir, item->inv, NULL))
2055 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2056 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1823 if (!(--item->stats.food)) { 2059 if (!(--item->stats.food))
2060 {
1824 object *tmp; 2061 object *tmp;
2062
1825 if (item->arch) { 2063 if (item->arch)
2064 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2065 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2066 item->face = item->arch->clone.face;
1828 item->speed = 0; 2067 item->speed = 0;
1829 update_ob_speed(item); 2068 update_ob_speed (item);
1830 } 2069 }
1831 if ((tmp=is_player_inv(item))) 2070 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2071 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2072 }
1834 } 2073 }
1835 else if (item->type == ROD || item->type==HORN) { 2074 else if (item->type == ROD || item->type == HORN)
2075 {
1836 drain_rod_charge(item); 2076 drain_rod_charge (item);
1837 } 2077 }
1838 } 2078 }
1839} 2079}
1840 2080
1841/* Received a fire command for the player - go and do it. 2081/* Received a fire command for the player - go and do it.
1842 */ 2082 */
2083void
1843void fire(object *op,int dir) { 2084fire (object *op, int dir)
2085{
1844 int spellcost=0; 2086 int spellcost = 0;
1845 2087
1846 /* check for loss of invisiblity/hide */ 2088 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2089 if (action_makes_visible (op))
2090 make_visible (op);
1848 2091
1849 switch(op->contr->shoottype) { 2092 switch (op->contr->shoottype)
2093 {
1850 case range_none: 2094 case range_none:
2095 return;
2096
2097 case range_bow:
2098 player_fire_bow (op, dir);
2099 return;
2100
2101 case range_magic: /* Casting spells */
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2103 return;
2104
2105 case range_misc:
2106 fire_misc_object (op, dir);
2107 return;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2124 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 2125 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
1887 default: 2131 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2133 return;
1890 } 2134 }
1891} 2135}
1892 2136
1893 2137
1894 2138
1901 * inv is the objects inventory to searched 2145 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2146 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2147 * This function can be called recursively to search containers.
1904 */ 2148 */
1905 2149
2150object *
1906object * find_key(object *pl, object *container, object *door) 2151find_key (object *pl, object *container, object *door)
1907{ 2152{
1908 object *tmp,*key; 2153 object *tmp, *key;
1909 2154
1910 /* Should not happen, but sanity checking is never bad */ 2155 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2156 if (container->inv == NULL)
2157 return NULL;
1912 2158
1913 /* First, lets try to find a key in the top level inventory */ 2159 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2161 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2162 if (door->type == DOOR && tmp->type == KEY)
2163 break;
1916 /* For sanity, we should really check door type, but other stuff 2164 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2165 * (like containers) can be locked with special keys
1918 */ 2166 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2168 break;
1921 } 2169 }
1922 /* No key found - lets search inventories now */ 2170 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2171 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 2172 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2173 * a key, return
1926 */ 2174 */
1927 if (!tmp) { 2175 if (!tmp)
2176 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2178 {
1929 /* No reason to search empty containers */ 2179 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2180 if (tmp->type == CONTAINER && tmp->inv)
2181 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2182 if ((key = find_key (pl, tmp, door)) != NULL)
2183 return key;
1932 } 2184 }
1933 } 2185 }
2186 if (!tmp)
1934 if (!tmp) return NULL; 2187 return NULL;
1935 } 2188 }
1936 /* We get down here if we have found a key. Now if its in a container, 2189 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 2190 * see if we actually want to use it
1938 */ 2191 */
1939 if (pl!=container) { 2192 if (pl != container)
2193 {
1940 /* Only let players use keys in containers */ 2194 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2195 if (!pl->contr)
2196 return NULL;
1942 /* cases where this fails: 2197 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2198 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2199 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2200 * If the container is not active, return now since only active
1946 * containers can be used. 2201 * containers can be used.
1947 * If we only search keyrings and the container does not have 2202 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2203 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2204 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2205 * inv must have been an container and must have been active.
1951 * 2206 *
1952 * Change the color so that the message doesn't disappear with 2207 * Change the color so that the message doesn't disappear with
1953 * all the others. 2208 * all the others.
1954 */ 2209 */
1955 if (pl->contr->usekeys == key_inventory || 2210 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2211 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2212 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2213 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2216 return NULL;
1964 } 2217 }
1965 } 2218 }
1966 return tmp; 2219 return tmp;
1967} 2220}
1968 2221
1969/* moved door processing out of move_player_attack. 2222/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2223 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2224 * such that the caller should not do anything more,
1972 * 0 otherwise 2225 * 0 otherwise
1973 */ 2226 */
2227static int
1974static int player_attack_door(object *op, object *door) 2228player_attack_door (object *op, object *door)
1975{ 2229{
1976 2230
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2231 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2232 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2233 * otherwise, we fall through to the rest of the code.
1980 */ 2234 */
1981 object *key=find_key(op, op, door); 2235 object *key = find_key (op, op, door);
1982 2236
1983 /* IF we found a key, do some extra work */ 2237 /* IF we found a key, do some extra work */
1984 if (key) { 2238 if (key)
2239 {
1985 object *container=key->env; 2240 object *container = key->env;
1986 2241
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2243 if (action_makes_visible (op))
2244 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2247 if (door->type == DOOR)
2248 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2250 }
1993 else if(door->type==LOCKED_DOOR) { 2251 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2252 {
1995 "You open the door with the %s", query_short_name(key)); 2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2254 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2255 }
1998 /* Do this after we print the message */ 2256 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2257 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2258 /* Need to update the weight the container the key was in */
2001 if (container != op) 2259 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2260 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2261 return 1; /* Nothing more to do below */
2262 }
2004 } else if (door->type==LOCKED_DOOR) { 2263 else if (door->type == LOCKED_DOOR)
2264 {
2005 /* Might as well return now - no other way to open this */ 2265 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2267 return 1;
2008 } 2268 }
2009 return 0; 2269 return 0;
2010} 2270}
2011 2271
2012/* This function is just part of a breakup from move_player. 2272/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2273 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2274 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2275 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2276 * going to try and move (not fire weapons).
2017 */ 2277 */
2018 2278
2279void
2019void move_player_attack(object *op, int dir) 2280move_player_attack (object *op, int dir)
2020{ 2281{
2021 object *tmp, *mon; 2282 object *tmp, *mon;
2022 sint16 nx, ny; 2283 sint16 nx, ny;
2023 int on_battleground; 2284 int on_battleground;
2024 mapstruct *m; 2285 maptile *m;
2025 2286
2026 nx=freearr_x[dir]+op->x; 2287 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2288 ny = freearr_y[dir] + op->y;
2028 2289
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2290 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2291
2031 /* If braced, or can't move to the square, and it is not out of the 2292 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2293 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2294 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2295 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2296 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2297 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2298 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2299 * move_ob uses.
2039 */ 2300 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2303 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2305 m = get_map_from_coord (op->map, &nx, &ny);
2306 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2307 return; /* Don't think this should happen */
2308 }
2309 else
2310 m = op->map;
2311
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2313 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return;
2316 }
2317
2318 mon = NULL;
2319 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space
2323 */
2324 while (tmp != NULL)
2325 {
2326 if (tmp == op)
2327 {
2328 tmp = tmp->above;
2329 continue;
2330 }
2331
2332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2333 {
2334 mon = tmp;
2335 break;
2336 }
2337
2338 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2339 mon = tmp;
2340
2341 tmp = tmp->above;
2342 }
2343
2344 if (mon == NULL) /* This happens anytime the player tries to move */
2345 return; /* into a wall */
2346
2347 if (mon->head != NULL)
2348 mon = mon->head;
2349
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon))
2352 return;
2353
2354 /* The following deals with possibly attacking peaceful
2355 * or frienddly creatures. Basically, all players are considered
2356 * unaggressive. If the moving player has peaceful set, then the
2357 * object should be pushed instead of attacked. It is assumed that
2358 * if you are braced, you will not attack friends accidently,
2359 * and thus will not push them.
2360 */
2361
2362 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive.
2365 */
2366 if ((op->type == PLAYER)
2367#if COZY_SERVER
2368 &&
2369 ((get_owner (mon) && get_owner (mon)->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2371#else
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 {
2376 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced)
2049 return; 2378 return;
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op);
2383 return;
2050 } 2384 }
2051 2385
2052 mon = NULL; 2386 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2387 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2388 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2389 * attack them either.
2056 * on the space
2057 */ 2390 */
2058 while (tmp!=NULL) { 2391 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2393#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2394 (op->contr->peaceful
2395 || (mon->type == PLAYER
2396 && mon->contr->
2397 peaceful)) &&
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 {
2403 if (!op->contr->braced)
2404 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2062 } 2407 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2408 else
2064 mon = tmp; 2409 {
2065 break; 2410 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2411 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2412 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2413 make_visible (op);
2069 tmp=tmp->above; 2414 }
2415
2416 /* If the object is a boulder or other rollable object, then
2417 * roll it if not braced. You can't roll it if you are braced.
2418 */
2419 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2420 {
2071 2421 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2422 if (action_makes_visible (op))
2073 return; /* into a wall */ 2423 make_visible (op);
2424 }
2074 2425
2075 if(mon->head != NULL) 2426 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2427 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen.
2431 */
2077 2432
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 {
2080 2436
2081 /* The following deals with possibly attacking peaceful 2437 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2438 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2439 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2440 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2441 */
2088 2442 if (!op->contr->has_hit)
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2443 {
2129 if (!op->contr->braced) { 2444 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2445
2131 (void) push_ob(mon,dir,op); 2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 } 2447 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2448
2138 /* If the object is a boulder or other rollable object, then 2449 skill_attack (mon, op, 0, NULL, NULL);
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op);
2144 }
2145 2450
2146 /* Any generic living creature. Including things like doors. 2451 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2452 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2453 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2454 * the wiz.
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */ 2455 */
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 {
2458 short luck = mon->stats.luck;
2459
2162 if (!op->contr->has_hit) { 2460 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2461 skill_attack (op, mon, 0, NULL, NULL);
2164 2462 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2463 }
2167 2464 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2465 make_visible (op);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 } 2466 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2467 } /* if player should attack something */
2185} 2468}
2186 2469
2470int
2187int move_player(object *op,int dir) { 2471move_player (object *op, int dir)
2472{
2188 int pick; 2473 int pick;
2189 2474
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2476 return 0;
2477
2478 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9))
2480 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0;
2483 }
2484
2485 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2488
2489 op->facing = dir;
2490
2491 if (op->hide)
2492 do_hidden_move (op);
2493
2494 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495 /*nop */ ;
2496 else if (op->contr->fire_on)
2497 fire (op, dir);
2498 else
2499 {
2500 move_player_attack (op, dir);
2501 pick = check_pick (op);
2502 }
2503
2504 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing.
2506 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir;
2510 }
2511 else
2512 {
2513 op->direction = 0;
2514 }
2515 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities
2517 * for players.
2518 */
2519 animate_object (op, op->facing);
2520 return 0;
2231} 2521}
2232 2522
2233/* This is similar to handle_player, below, but is only used by the 2523/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2524 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2525 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2526 * the new speed values for commands.
2237 * 2527 *
2238 * Returns true if there are more actions we can do. 2528 * Returns true if there are more actions we can do.
2239 */ 2529 */
2530int
2240int handle_newcs_player(object *op) 2531handle_newcs_player (object *op)
2241{ 2532{
2242 if (op->contr->hidden) { 2533 if (op->contr->hidden)
2534 {
2243 op->invisible = 1000; 2535 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2536 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2537 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2538 * alternate it here for it to work correctly.
2247 */ 2539 */
2248 if (pticks & 2) op->invisible--; 2540 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2252 if(!op->invisible) { 2546 if (!op->invisible)
2547 {
2253 make_visible(op); 2548 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2550 }
2256 } 2551 }
2257 2552
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 {
2259 flee_player(op); 2555 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2556 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2557 if (QUERY_FLAG (op, FLAG_SCARED))
2558 {
2262 op->speed_left--; 2559 op->speed_left--;
2263 return 0; 2560 return 0;
2264 } 2561 }
2265 } 2562 }
2266 2563
2267 /* I've been seeing crashes where the golem has been destroyed, but 2564 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2565 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2566 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2567 * put this in a a workaround to clean up the golem pointer.
2271 */ 2568 */
2272 if (op->contr->ranges[range_golem] && 2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2570 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2571
2279 /* call this here - we also will call this in do_ericserver, but 2572 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2573 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2574 * called, so we recheck it here.
2282 */ 2575 */
2283 HandleClient(&op->contr->socket, op->contr); 2576 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2577 if (op->speed_left < 0)
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 }
2298 return 0; 2578 return 0;
2299}
2300 2579
2301int save_life(object *op) { 2580 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2581 {
2582 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--;
2303 2584
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2585 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff.
2588 */
2589 move_player (op, op->direction);
2590 if (op->speed_left > 0)
2591 return 1;
2592 else
2305 return 0; 2593 return 0;
2594 }
2595 return 0;
2596}
2306 2597
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2598int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2599save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2600{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2601 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2602
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2604 return 0;
2605
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2611 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp);
2614 free_object (tmp);
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp;
2618 if (op->stats.food < 0)
2619 op->stats.food = 999;
2620 fix_player (op);
2621 return 1;
2622 }
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */
2626 return 0;
2329} 2627}
2330 2628
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2629/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2630 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2631 * function will descend into containers. op is the object to start the search
2334 * from. 2632 * from.
2335 */ 2633 */
2634void
2336void remove_unpaid_objects(object *op, object *env) 2635remove_unpaid_objects (object *op, object *env)
2337{ 2636{
2338 object *next; 2637 object *next;
2339 2638
2340 while (op) { 2639 while (op)
2640 {
2341 next=op->below; /* Make sure we have a good value, in case 2641 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2642 * we remove object 'op'
2343 */ 2643 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2345 remove_ob(op); 2646 remove_ob (op);
2346 op->x = env->x; 2647 op->x = env->x;
2347 op->y = env->y; 2648 op->y = env->y;
2348 if (env->type == PLAYER) 2649 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2650 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2651 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2652 }
2653 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2654 remove_unpaid_objects (op->inv, env);
2353 op=next; 2655 op = next;
2354 } 2656 }
2355} 2657}
2356 2658
2357 2659
2358/* 2660/*
2360 * Moved from apply.c to player.c - player.c is what 2662 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2663 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2664 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2665 * but there isn't one in the server directory.
2364 */ 2666 */
2667char *
2365char *gravestone_text (object *op) 2668gravestone_text (object *op)
2366{ 2669{
2367 static char buf2[MAX_BUF]; 2670 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2671 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2672 time_t now = time (NULL);
2370 2673
2371 strcpy (buf2, " R.I.P.\n\n"); 2674 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2677 else
2375 sprintf (buf, "%s\n", op->name); 2678 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2680 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2681 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2682 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2683 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2686 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2687 if (op->type == PLAYER)
2688 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2689 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2690 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2691 strcat (buf2, buf);
2388 } 2692 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2694 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2695 strcat (buf2, buf);
2392 return buf2; 2696 return buf2;
2393} 2697}
2394 2698
2395 2699
2396 2700
2701void
2397void do_some_living(object *op) { 2702do_some_living (object *op)
2703{
2398 int last_food=op->stats.food; 2704 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2705 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2706 int over_hp, over_sp, over_grace;
2401 int i; 2707 int i;
2402 int rate_hp = 1200; 2708 int rate_hp = 1200;
2403 int rate_sp = 2500; 2709 int rate_sp = 2500;
2404 int rate_grace = 2000; 2710 int rate_grace = 2000;
2405 const int max_hp = 1; 2711 const int max_hp = 1;
2406 const int max_sp = 1; 2712 const int max_sp = 1;
2407 const int max_grace = 1; 2713 const int max_grace = 1;
2408 2714
2409 if (op->contr->outputs_sync) { 2715 if (op->contr->outputs_sync)
2716 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2719 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2720 }
2415 2721
2416 if(op->contr->state==ST_PLAYING) { 2722 if (op->contr->state == ST_PLAYING)
2723 {
2417 2724
2418 /* these next three if clauses make it possible to SLOW DOWN 2725 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2726 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2727 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2729 else
2730 {
2423 gen_hp = op->stats.maxhp; 2731 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2733 }
2426 if(op->contr->gen_sp >= 0 ) 2734 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2736 else
2737 {
2429 gen_sp = op->stats.maxsp; 2738 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2740 }
2432 if(op->contr->gen_grace >= 0) 2741 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2743 else
2744 {
2435 gen_grace = op->stats.maxgrace; 2745 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2747 }
2438 2748
2439 /* Regenerate Spell Points */ 2749 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2753 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2754 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2755 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2756 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2463 } 2764 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2487 } else { 2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0)
2795 {
2796 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */
2798 if (max_grace > 1)
2799 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0)
2802 {
2803 op->stats.sp += over_grace
2804 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2805 op->last_grace = 0;
2806 }
2807 else
2808 {
2809 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2810 }
2811 }
2812 else
2813 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2815 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2816 /* wearing stuff doesn't detract from grace generation. */
2491 } 2817 }
2492 2818
2493 /* Regenerate Hit Points */ 2819 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2820 if (--op->last_heal < 0)
2821 {
2495 if(op->stats.hp<op->stats.maxhp) { 2822 if (op->stats.hp < op->stats.maxhp)
2823 {
2496 op->stats.hp++; 2824 op->stats.hp++;
2497 /* dms do not consume food */ 2825 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2826 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2827 {
2828 op->stats.food--;
2500 if(op->contr->digestion<0) 2829 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2830 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2832 op->stats.food = last_food;
2833 }
2834 }
2835 if (max_hp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841 op->last_heal = 0;
2842 }
2843 else
2844 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 }
2847 }
2848 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 }
2505 } 2852 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2853
2521 /* Digestion */ 2854 /* Digestion */
2522 if(--op->last_eat<0) { 2855 if (--op->last_eat < 0)
2856 {
2523#ifdef COZY_SERVER 2857#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2860#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2862#endif
2531 2863
2532 if(op->contr->gen_hp > 0) 2864 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2866 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2868 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2869 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2870 op->stats.food--;
2871 }
2539 } 2872 }
2540 2873
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875 {
2542 object *tmp, *flesh=NULL; 2876 object *tmp, *flesh = NULL;
2543 2877
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2885 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2886 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2887 break;
2551 } 2888 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2889 else if (tmp->type == FLESH)
2890 flesh = tmp;
2553 } /* End if paid for object */ 2891 } /* End if paid for object */
2554 } /* end of for loop */ 2892 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2893 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2894 * eat flesh instead.
2557 */ 2895 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2899 manual_apply (op, flesh, 0);
2561 } 2900 }
2562 } /* end if player is starving */ 2901 } /* end if player is starving */
2563 2902
2564 while(op->stats.food<0&&op->stats.hp>0) 2903 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2904 op->stats.food++, op->stats.hp--;
2566 2905
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2907 kill_player (op);
2569} 2908}
2570 2909
2571 2910
2572 2911
2573/* If the player should die (lack of hp, food, etc), we call this. 2912/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2913 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2914 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2915 * file.
2577 */ 2916 */
2917void
2578void kill_player(object *op) 2918kill_player (object *op)
2579{ 2919{
2580 char buf[MAX_BUF]; 2920 char buf[MAX_BUF];
2581 int x,y,i; 2921 int x, y;
2922
2923 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2924 maptile *map; /* this is for resurrection */
2925
2583 int z; 2926 /* int z;
2584 int num_stats_lose; 2927 int num_stats_lose;
2585 int lost_a_stat; 2928 int lost_a_stat;
2586 int lose_this_stat; 2929 int lose_this_stat;
2587 int this_stat; 2930 int this_stat; */
2588 int will_kill_again; 2931 int will_kill_again;
2589 archetype *at; 2932 archetype *at;
2590 object *tmp; 2933 object *tmp;
2591 2934
2592 if(save_life(op)) 2935 if (save_life (op))
2593 return; 2936 return;
2594 2937
2595 2938
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2939 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2940 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2941 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2942 */
2600 if (op_on_battleground(op, &x, &y)) { 2943 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2944 {
2602 "You have been defeated in combat!"); 2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2947
2605
2606 /* restore player */ 2948 /* restore player */
2607 at = find_archetype("poisoning"); 2949 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2951 if (tmp)
2952 {
2610 remove_ob(tmp); 2953 remove_ob (tmp);
2611 free_object(tmp); 2954 free_object (tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2956 }
2614 2957
2615 at = find_archetype("confusion"); 2958 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2959 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2960 if (tmp)
2961 {
2618 remove_ob(tmp); 2962 remove_ob (tmp);
2619 free_object(tmp); 2963 free_object (tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2965 }
2622 2966
2623 cure_disease(op,0); /* remove any disease */ 2967 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2969 if (op->stats.food <= 0)
2626 2970 op->stats.food = 999;
2971
2627 /* create a bodypart-trophy to make the winner happy */ 2972 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2973 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2974 if (tmp != NULL)
2630 { 2975 {
2631 sprintf(buf,"%s's finger",op->name); 2976 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2977 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2978 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2979 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2981 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2982 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2983 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2984 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2985 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2986 }
2987
2644 /* teleport defeated player to new destination*/ 2988 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2989 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2990 op->contr->braced = 0;
2647 return; 2991 return;
2648 } 2992 }
2649 2993
2650 INVOKE_PLAYER (DEATH, op->contr); 2994 INVOKE_PLAYER (DEATH, op->contr);
2651 2995
2652 command_kill_pets (op, 0); 2996 command_kill_pets (op, 0);
2653 2997
2654 if(op->stats.food<0) { 2998 if (op->stats.food < 0)
2999 {
2655 if (op->contr->explore) { 3000 if (op->contr->explore)
3001 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3004 op->stats.food = 999;
2659 return; 3005 return;
2660 } 3006 }
2661 sprintf(buf,"%s starved to death.",op->name); 3007 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3008 strcpy (op->contr->killer, "starvation");
3009 }
3010 else
2663 } 3011 {
2664 else {
2665 if (op->contr->explore) { 3012 if (op->contr->explore)
3013 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3016 op->stats.hp = op->stats.maxhp;
2669 return; 3017 return;
2670 } 3018 }
2671 sprintf(buf,"%s died.",op->name); 3019 sprintf (buf, "%s died.", &op->name);
2672 } 3020 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3022
2675 /* save the map location for corpse, gravestone*/ 3023 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3024 x = op->x;
3025 y = op->y;
3026 map = op->map;
2677 3027
2678 3028
2679 if (settings.not_permadeth == TRUE) { 3029 if (settings.not_permadeth == TRUE)
3030 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3031 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3032 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 3033 * See the config.h file for a little more in depth detail about this.
2683 */ 3034 */
2684 3035
2685 /* Basically two ways to go - remove a stat permanently, or just 3036 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3037 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3038 * of death.
2688 */ 3039 */
2689#ifndef COZY_SERVER 3040#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3041 if (settings.balanced_stat_loss)
3042 {
2691 /* If stat loss is permanent, lose one stat only. */ 3043 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3044 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3045 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3046 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3047 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3048 little bit harder. */
2697 /* GD */ 3049 /* GD */
2698 if (settings.stat_loss_on_death) 3050 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 3051 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else
2704 } 3056 {
3057 num_stats_lose = 1;
3058 }
2705 lost_a_stat = 0; 3059 lost_a_stat = 0;
2706 3060
2707 for (z=0; z<num_stats_lose; z++) { 3061 for (z = 0; z < num_stats_lose; z++)
3062 {
2708 i = RANDOM() % NUM_STATS; 3063 i = RANDOM () % NUM_STATS;
2709 3064
2710 if (settings.stat_loss_on_death) { 3065 if (settings.stat_loss_on_death)
3066 {
2711 /* Pick a random stat and take a point off it. Tell the player 3067 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3068 * what he lost.
2713 */ 3069 */
2714 change_attr_value(&(op->stats), i,-1); 3070 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3071 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3072 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3073 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3075 lost_a_stat = 1;
3076 }
2720 } else { 3077 else
3078 {
2721 /* deplete a stat */ 3079 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3080 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3081 object *dep;
2724 3082
2725 dep = present_arch_in_ob(deparch,op); 3083 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3084 if (!dep)
3085 {
2727 dep = arch_to_object(deparch); 3086 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3087 insert_ob_in_ob (dep, op);
2729 } 3088 }
2730 lose_this_stat = 1; 3089 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3090 if (settings.balanced_stat_loss)
3091 {
2732 /* GD */ 3092 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3093 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3094 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3095 if (this_stat < 0)
3096 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3098 int keep_chance = this_stat * this_stat;
3099
2738 /* Yes, I am paranoid. Sue me. */ 3100 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3101 if (keep_chance < 1)
2740 keep_chance = 1; 3102 keep_chance = 1;
2741 3103
2742 /* There is a maximum depletion total per level. */ 3104 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3114 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3116 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3117 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3118 }
2755 } 3119 }
2756 } 3120 }
2757 3121
2758 if (lose_this_stat) { 3122 if (lose_this_stat)
3123 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3125 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3126 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3127 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3128 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3129 * difference.
2765 */ 3130 */
2766 if (this_stat>=-50) { 3131 if (this_stat >= -50)
3132 {
2767 change_attr_value(&(dep->stats), i, -1); 3133 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3134 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3136 fix_player (op);
2771 lost_a_stat = 1; 3137 lost_a_stat = 1;
2772 } 3138 }
2773 } 3139 }
2774 } 3140 }
2775 } 3141 }
2776 /* If no stat lost, tell the player. */ 3142 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3143 if (!lost_a_stat)
2778 { 3144 {
2779 /* determine_god() seems to not work sometimes... why is this? 3145 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3146 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3147 const char *god = determine_god (op);
3148
2782 if (god && (strcmp(god, "none"))) 3149 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting"
2785 " you.", god);
2786 else 3151 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2788 " feel a holy presence protecting you."); 3153 }
3154#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif
3157
3158 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone.
3160 */
3161 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf;
3166 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);
3167 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0);
3170
3171 /**************************************/
3172 /* */
3173 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */
3176 /* */
3177 /**************************************/
3178
3179 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */
3181 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op);
3183 if (tmp)
3184 {
3185 remove_ob (tmp);
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 }
3189
3190 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op);
3192 if (tmp)
3193 {
3194 remove_ob (tmp);
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 }
3198
3199 cure_disease (op, 0); /* remove any disease */
3200
3201 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100)
3204 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208
3209 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map.
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/
3219 /* */
3220 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */
3222 /* */
3223 /****************************************/
3224
3225 enter_player_savebed (op);
3226
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0;
3231 save_player (op, 1);
3232
3233 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player.
3237 */
3238 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype;
3242
3243 if (will_kill_again)
3244 {
3245 object *force;
3246 int at;
3247
3248 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1;
3251 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100;
3256
3257 insert_ob_in_ob (force, op);
3258 fix_player (op);
3259
3260 }
3261
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
2789 } 3313 }
2790#endif 3314 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3315 delete_character (op->name, 1);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793
2794 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone.
2796 */
2797 tmp=arch_to_object(find_archetype("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name);
2799 FREE_AND_COPY(tmp->name, buf);
2800 sprintf(buf,"%s's gravestones",op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0);
2810
2811 /**************************************/
2812 /* */
2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */
2817 /**************************************/
2818
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837 3316 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331}
3332
3333
3334void
3335loot_object (object *op)
3336{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next;
3338
3339 if (op->container)
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343
3344 for (tmp = op->inv; tmp != NULL; tmp = next)
3345 {
3346 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible)
3348 continue;
3349 remove_ob (tmp);
3350 tmp->x = op->x, tmp->y = op->y;
3351 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */
3353 loot_object (tmp);
2845 /* 3354 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */ 3356 {
2850 3357 if (tmp->nrof > 1)
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3358 {
2852 if (tmp->type == SHOP_FLOOR) { 3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2853 remove_unpaid_objects(op->inv, op); 3360 free_object (tmp2);
2854 break; 3361 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 } 3362 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 3363 else
2955 delete_character(op->name,1);
2956 }
2957 }
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2); 3364 free_object (tmp);
3365 }
3366 else
2996 insert_ob_in_map(tmp,op->map,NULL,0); 3367 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 3368 }
3002} 3369}
3003 3370
3004/* 3371/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3372 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 3373 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 3374 * was changed.
3008 */ 3375 */
3009 3376
3377void
3010void fix_weight(void) { 3378fix_weight (void)
3379{
3011 player *pl; 3380 player *pl;
3381
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385
3014 if(old == sum) 3386 if (old == sum)
3015 continue; 3387 continue;
3016 fix_player(pl->ob); 3388 fix_player (pl->ob);
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3390 }
3020} 3391}
3021 3392
3393void
3022void fix_luck(void) { 3394fix_luck (void)
3395{
3023 player *pl; 3396 player *pl;
3397
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3398 for (pl = first_player; pl != NULL; pl = pl->next)
3025 if (!pl->ob->contr->state) 3399 if (!pl->ob->contr->state)
3026 change_luck(pl->ob, 0); 3400 change_luck (pl->ob, 0);
3027} 3401}
3028 3402
3029 3403
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3404/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3405 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3406 * just treat this as any other spell casting object.
3033 */ 3407 */
3034 3408
3035void 3409void
3036cast_dust (object * op, object * throw_ob, int dir) 3410cast_dust (object *op, object *throw_ob, int dir)
3037{ 3411{
3038 object *skop, *spob; 3412 object *skop, *spob;
3039 3413
3040 skop = find_skill_by_name (op, throw_ob->skill); 3414 skop = find_skill_by_name (op, throw_ob->skill);
3041 3415
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3416 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3417 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3418 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3419 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3420 return;
3048 } 3421 }
3049 3422
3050 spob = throw_ob->inv; 3423 spob = throw_ob->inv;
3051 3424
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3425 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3426 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3427 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3428 if (!spob)
3056 { 3429 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3430 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3431 return;
3060 } 3432 }
3061 3433
3062 if (op->type == PLAYER) 3434 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3436
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3437 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3438
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3068 remove_ob (throw_ob); 3440 remove_ob (throw_ob);
3069 free_object (throw_ob); 3441 free_object (throw_ob);
3070} 3442}
3071 3443
3444void
3072void make_visible (object *op) { 3445make_visible (object *op)
3446{
3073 op->hide = 0; 3447 op->hide = 0;
3074 op->invisible = 0; 3448 op->invisible = 0;
3075 if(op->type==PLAYER) { 3449 if (op->type == PLAYER)
3450 {
3076 op->contr->tmp_invis = 0; 3451 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3452 op->contr->invis_race = 0;
3078 } 3453 }
3079 update_object(op,UP_OBJ_FACE); 3454 update_object (op, UP_OBJ_FACE);
3080} 3455}
3081 3456
3457int
3082int is_true_undead(object *op) { 3458is_true_undead (object *op)
3459{
3083 object *tmp=NULL; 3460 object *tmp = NULL;
3084 3461
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1;
3086 3464
3087 if(op->type==PLAYER) 3465 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3091 return 0; 3470 return 0;
3092} 3471}
3093 3472
3094/* look at the surrounding terrain to determine 3473/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3474 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3475 * indicate greater hideability.
3097 */ 3476 */
3098 3477
3478int
3099int hideability(object *ob) { 3479hideability (object *ob)
3480{
3100 int i,level=0, mflag; 3481 int i, level = 0, mflag;
3101 sint16 x,y; 3482 sint16 x, y;
3102 3483
3103 if(!ob||!ob->map) return 0; 3484 if (!ob || !ob->map)
3485 return 0;
3104 3486
3105 /* so, on normal lighted maps, its hard to hide */ 3487 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3488 level = ob->map->darkness - 2;
3107 3489
3108 /* this also picks up whether the object is glowing. 3490 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3491 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3492 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3493 if (has_carried_lights (ob))
3494 level = -(10 + (2 * ob->map->darkness));
3112 3495
3113 /* scan through all nearby squares for terrain to hide in */ 3496 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3497 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3498 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3499 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3500 if (mflag & P_OUT_OF_MAP)
3501 {
3502 continue;
3503 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3504 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3505 level += 2;
3119 else /* open terrain! */ 3506 else /* open terrain! */
3120 level -= 1; 3507 level -= 1;
3121 } 3508 }
3122 3509
3123#if 0 3510#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3511 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3512#endif
3126 return level; 3513 return level;
3127} 3514}
3128 3515
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3516/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3517 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3518 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3519 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3520 */
3134 3521
3522void
3135void do_hidden_move (object *op) { 3523do_hidden_move (object *op)
3524{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3525 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3526 object *skop;
3138 3527
3139 if(!op || !op->map) return; 3528 if (!op || !op->map)
3529 return;
3140 3530
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3532
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3533 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3534 if (op->type == PLAYER && op->contr->run_on)
3535 {
3145 if(!skop || num >= skop->level) { 3536 if (!skop || num >= skop->level)
3537 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 3539 make_visible (op);
3148 return; 3540 return;
3541 }
3542 else
3149 } else num += 20; 3543 num += 20;
3150 } 3544 }
3151 num += op->map->difficulty; 3545 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3546 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3547 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 {
3155 make_visible(op); 3550 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3551 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3553 }
3159 else if (op->type == PLAYER && skop) { 3554 else if (op->type == PLAYER && skop)
3555 {
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 } 3557 }
3162} 3558}
3163 3559
3164/* determine if who is standing near a hostile creature. */ 3560/* determine if who is standing near a hostile creature. */
3165 3561
3562int
3166int stand_near_hostile( object *who ) { 3563stand_near_hostile (object *who)
3564{
3167 object *tmp=NULL; 3565 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3566 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3567 maptile *m;
3170 sint16 x,y; 3568 sint16 x, y;
3171 3569
3172 if(!who) return 0; 3570 if (!who)
3571 return 0;
3173 3572
3174 if(who->type==PLAYER) player=1; 3573 if (who->type == PLAYER)
3574 player = 1;
3575
3576 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3577 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3578
3177 /* search adjacent squares */ 3579 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3580 for (i = 1; i < 9; i++)
3581 {
3179 x = who->x+freearr_x[i]; 3582 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3583 y = who->y + freearr_y[i];
3181 m = who->map; 3584 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3585 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3586 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3587 * blocked, don't need to check this space.
3185 */ 3588 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3589 if (mflags & P_OUT_OF_MAP)
3590 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3592 continue;
3593
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3190 if((player||friendly) 3595 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1;
3598 else if (tmp->type == PLAYER)
3599 {
3600 /*don't let a hidden DM prevent you from hiding */
3601 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 3602 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3603 }
3199 } 3604 }
3200 } 3605 }
3201 return 0; 3606 return 0;
3202} 3607}
3203 3608
3204/* check the player los field for viewability of the 3609/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3610 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3611 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3618 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3619 * -b.t.
3215 * This function is now map tiling safe. 3620 * This function is now map tiling safe.
3216 */ 3621 */
3217 3622
3623int
3218int player_can_view (object *pl,object *op) { 3624player_can_view (object *pl, object *op)
3625{
3219 rv_vector rv; 3626 rv_vector rv;
3220 int dx,dy; 3627 int dx, dy;
3221 3628
3222 if(pl->type!=PLAYER) { 3629 if (pl->type != PLAYER)
3630 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3631 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3632 return -1;
3225 } 3633 }
3226 if (!pl || !op) return 0; 3634 if (!pl || !op)
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 return 0; 3635 return 0;
3636
3637 if (op->head)
3638 {
3639 op = op->head;
3640 }
3641 get_rangevector (pl, op, &rv, 0x1);
3642
3643 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any
3645 * part that is in the los array but isnt on
3646 * a blocked los square.
3647 * we use the archetype to figure out offsets.
3648 */
3649 while (op)
3650 {
3651 dx = rv.distance_x + op->arch->clone.x;
3652 dy = rv.distance_y + op->arch->clone.y;
3653
3654 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values.
3657 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3661 return 1;
3662 op = op->more;
3663 }
3664 return 0;
3252} 3665}
3253 3666
3254/* routine for both players and monsters. We call this when 3667/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3668 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3669 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3670 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3671 * return 0.
3259 */ 3672 */
3673int
3260int action_makes_visible (object *op) { 3674action_makes_visible (object *op)
3675{
3261 3676
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3677 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3678 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3679 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3680 return 0;
3265 3681
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3682 if (op->contr && op->contr->tmp_invis == 0)
3683 return 0;
3267 3684
3268 /* If monsters, they should become visible */ 3685 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3686 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3687 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3688 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3689 return 1;
3272 } 3690 }
3273 } 3691 }
3274 return 0; 3692 return 0;
3275} 3693}
3276 3694
3277/* op_on_battleground - checks if the given object op (usually 3695/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3696 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3697 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3698 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3699 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3700 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3701 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3702 */
3703int
3285int op_on_battleground (object *op, int *x, int *y) { 3704op_on_battleground (object *op, int *x, int *y)
3705{
3286 object *tmp; 3706 object *tmp;
3287 3707
3288 /* A battleground-tile needs the following attributes to be valid: 3708 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3709 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3710 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3711 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3712 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3713 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3714 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3715 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3716 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3717 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3718 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3719 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3720 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3721 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3722 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3723 {
3301 object *invtmp; 3724 object *invtmp;
3725
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3726 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3727 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3728 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3729 {
3305 if (x != NULL && y != NULL) 3730 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3731 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3732 return 1;
3733 }
3308 } 3734 }
3309 } 3735 }
3310 }
3311 if (x != NULL && y != NULL) 3736 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3737 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3738 return 1;
3739 }
3314 } 3740 }
3315 }
3316 } 3741 }
3317 /* If we got here, did not find a battleground */ 3742 /* If we got here, did not find a battleground */
3318 return 0; 3743 return 0;
3319} 3744}
3320 3745
3321/* 3746/*
3325 * attributes: 3750 * attributes:
3326 * object *who the dragon player 3751 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3752 * int atnr the attack-number of the ability focus
3328 * int level ability level 3753 * int level ability level
3329 */ 3754 */
3755void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3756dragon_ability_gain (object *who, int atnr, int level)
3757{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3758 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3759 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3760 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3761 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3762 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3763 int i = 0, j = 0;
3337 3764
3338 /* get the appropriate treasurelist */ 3765 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3766 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3767 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3768 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3769 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3770 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3771 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3772 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3773 trlist = find_treasurelist ("dragon_ability_poison");
3347 3774
3348 if (trlist == NULL || who->type != PLAYER) 3775 if (trlist == NULL || who->type != PLAYER)
3776 return;
3777
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779
3780 if (tr == NULL || tr->item == NULL)
3781 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return;
3784 }
3785
3786 /* everything seems okay - now bring on the gift: */
3787 item = &(tr->item->clone);
3788
3789 if (item->type == SPELL)
3790 {
3791 if (check_spell_known (who, item->name))
3349 return; 3792 return;
3350 3793
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3794 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3795 do_learn_spell (who, item, 0);
3353 3796 return;
3354 if (tr == NULL || tr->item == NULL) { 3797 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3798
3799 /* grant direct spell */
3800 if (item->type == SPELLBOOK)
3801 {
3802 if (!item->inv)
3803 {
3804 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3805 return;
3806 }
3807 if (check_spell_known (who, item->inv->name))
3356 return; 3808 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3809 if (item->invisible)
3810 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3811 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3812 do_learn_spell (who, item->inv, 0);
3383 return; 3813 return;
3384 } 3814 }
3385 } 3815 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3816 else if (item->type == SKILL_TOOL && item->invisible)
3817 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3818 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3819 {
3388 3820
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3821 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3822 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3823 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3824 * but not all of them, he gets nothing.
3393 */ 3825 */
3394 if (!(skop->attacktype & item->attacktype)) { 3826 if (!(skop->attacktype & item->attacktype))
3827 {
3395 /* Give new attacktype */ 3828 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3829 skop->attacktype |= item->attacktype;
3397 3830
3398 /* always add physical if there's none */ 3831 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3832 skop->attacktype |= AT_PHYSICAL;
3400 3833
3401 if (item->msg != NULL) 3834 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3835 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3836
3404 /* Give player new face */ 3837 /* Give player new face */
3405 if (item->animation_id) { 3838 if (item->animation_id)
3839 {
3406 who->face = skop->face; 3840 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3841 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3842 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3843 who->last_anim = 0;
3410 who->state = 0; 3844 who->state = 0;
3411 animate_object(who, who->direction); 3845 animate_object (who, who->direction);
3412 } 3846 }
3413 } 3847 }
3414 } 3848 }
3415 } 3849 }
3416 else if (item->type == FORCE) { 3850 else if (item->type == FORCE)
3851 {
3417 /* forces in the treasurelist can alter the player's stats */ 3852 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3853 object *skin;
3854
3419 /* first get the dragon skin force */ 3855 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3421 skin=skin->below);
3422 if (skin == NULL) return; 3857 if (skin == NULL)
3423 3858 return;
3859
3424 /* adding new spellpath attunements */ 3860 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3863 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3864
3428 /* print message */ 3865 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3866 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3867 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3868 {
3431 if(item->path_attuned & (1<<i)) { 3869 if (item->path_attuned & (1 << i))
3870 {
3432 if (j) 3871 if (j)
3433 strcat(buf," and "); 3872 strcat (buf, " and ");
3434 else 3873 else
3435 j = 1; 3874 j = 1;
3436 strcat(buf, spellpathnames[i]); 3875 strcat (buf, spellpathnames[i]);
3437 } 3876 }
3438 } 3877 }
3439 strcat(buf,"."); 3878 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3879 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3880 }
3442 3881
3443 /* evtl. adding flags: */ 3882 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3883 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3884 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3885 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3886 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3887 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3888 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3889
3451 /* print message if there is one */ 3890 /* print message if there is one */
3452 if (item->msg != NULL) 3891 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3892 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3893 }
3894 else
3454 } 3895 {
3455 else {
3456 /* generate misc. treasure */ 3896 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3897 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3898 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3899 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3900 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3901 esrv_send_item (who, tmp);
3462 } 3902 }
3463} 3903}
3464 3904
3465/** 3905/**
3466 * Unready an object for a player. This function does nothing if the object was 3906 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3907 * not readied.
3468 */ 3908 */
3909void
3469void player_unready_range_ob(player *pl, object *ob) { 3910player_unready_range_ob (player *pl, object *ob)
3911{
3470 rangetype i; 3912 rangetype i;
3471 3913
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3915 {
3473 if (pl->ranges[i] == ob) { 3916 if (pl->ranges[i] == ob)
3917 {
3474 pl->ranges[i] = NULL; 3918 pl->ranges[i] = NULL;
3475 if (pl->shoottype == i) { 3919 if (pl->shoottype == i)
3920 {
3476 pl->shoottype = range_none; 3921 pl->shoottype = range_none;
3477 } 3922 }
3478 } 3923 }
3479 } 3924 }
3480} 3925}

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