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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.26 by root, Sun Sep 17 18:19:19 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex 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->free (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 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue;
1434 }
1321 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1436 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; } 1437 {
1438 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue;
1442 }
1324 1443
1325 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1446 {
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1328 1452
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1333 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1336 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1339 1478
1340 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1344 1488
1345 /* pick up all magical items */ 1489 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1491 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; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1349 1498
1350 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1351 { 1500 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1354 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1355 1509
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1360 1519
1361 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1365 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1368 1537
1369 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1373 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1376 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1379 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1382 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1385 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1388 1587
1389 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1393 1597
1394 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1600 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1602 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1402 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1613 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1408 } 1622 }
1409 }
1410 1623
1411 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1415 1633
1416 /* any of the last 4 bits set means we use the ratio for value 1634 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1635 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1419 { 1637 {
1420 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1640 /* >=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 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1644 {
1427 pick_up(op, tmp); 1645 pick_up (op, tmp);
1428#if 0 1646#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1431 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1432 } 1651 }
1652 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1653 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1656#endif
1437 continue; 1657 continue;
1658 }
1438 } 1659 }
1660 } /* the new pickup model */
1439 } 1661 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1662 return !stop;
1443} 1663}
1444 1664
1445/* 1665/*
1446 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1668 * found object is returned.
1449 */ 1669 */
1670object *
1450object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1451{ 1672{
1452 object *tmp = NULL; 1673 object *tmp = NULL;
1453 1674
1454 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1676 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); 1677 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1459 return op; 1679 return op;
1460 return tmp; 1680 return tmp;
1461} 1681}
1462 1682
1463/* 1683/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1684 * 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 1685 * 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 1686 * 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. 1687 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1688 */
1469 1689
1690object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1692{
1472 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1474 1695
1475 if (!type) 1696 if (!type)
1476 return NULL; 1697 return NULL;
1477 1698
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702 {
1481 i = 0; 1703 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1705 if (i > betterby)
1706 {
1484 tmp = ntmp; 1707 tmp = ntmp;
1485 betterby = i; 1708 betterby = i;
1486 } 1709 }
1710 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1488 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1715 {
1491 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1717 {
1492 *better = 100; 1718 *better = 100;
1493 return arrow; 1719 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1720 }
1498 } else { 1721 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 } 1722 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1723 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1724 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 } 1725 }
1515 } 1726 }
1727 else
1728 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 {
1731 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1734 {
1735 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1737 }
1738 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 {
1741 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 }
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 }
1516 } 1749 }
1750 }
1517 } 1751 }
1518 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1753 return find_arrow (op, type);
1520 1754
1521 *better = betterby; 1755 *better = betterby;
1522 return tmp; 1756 return tmp;
1523} 1757}
1524 1758
1525/* looks in a given direction, finds the first valid target, and calls 1759/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1761 * op = the shooter
1528 * type = bow->race 1762 * type = bow->race
1529 * dir = fire direction 1763 * dir = fire direction
1530 */ 1764 */
1531 1765
1766object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1533{ 1768{
1534 object *tmp = NULL; 1769 object *tmp = NULL;
1535 mapstruct *m; 1770 maptile *m;
1536 int i, mflags, found, number; 1771 int i, mflags, found, number;
1537 sint16 x, y; 1772 sint16 x, y;
1538 1773
1539 if (op->map == NULL) 1774 if (op->map == NULL)
1540 return find_arrow(op, type); 1775 return find_arrow (op, type);
1541 1776
1542 /* do a dex check */ 1777 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 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))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1780 return find_arrow (op, type);
1546 1781
1547 m = op->map; 1782 m = op->map;
1548 x = op->x; 1783 x = op->x;
1549 y = op->y; 1784 y = op->y;
1550 1785
1551 /* find the first target */ 1786 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1553 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1557 tmp = NULL; 1794 tmp = NULL;
1795 break;
1796 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption.
1801 */
1802 tmp = NULL;
1803 break;
1804 }
1805 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1558 break; 1814 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 } 1815 }
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 } 1816 }
1576 if (tmp == NULL) 1817 if (tmp == NULL)
1577 return find_arrow(op, type); 1818 return find_arrow (op, type);
1578 1819
1579 if (tmp->head) 1820 if (tmp->head)
1580 tmp = tmp->head; 1821 tmp = tmp->head;
1581 1822
1582 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1583} 1824}
1584 1825
1585/* 1826/*
1586 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1831 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1832 * 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 1833 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1834 * player fire modes.
1594 */ 1835 */
1836int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1838{
1598 object *left, *bow; 1839 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1840 int bowspeed, mflags;
1601 mapstruct *m; 1841 maptile *m;
1602 1842
1603 if (!dir) { 1843 if (!dir)
1844 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1846 return 0;
1606 } 1847 }
1607 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1609 else { 1850 else
1851 {
1610 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1853 /* 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. 1854 * don't need to switch back and forth between bows and weapons.
1613 */ 1855 */
1614 if(bow->type==BOW) 1856 if (bow->type == BOW)
1615 break; 1857 break;
1616 1858
1617 if (!bow) { 1859 if (!bow)
1860 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1862 return 0;
1620 } 1863 }
1621 } 1864 }
1622 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1868 return 0;
1625 } 1869 }
1626 1870
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1872
1629 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1876 if (bowspeed < 1)
1633 bowspeed = 1; 1877 bowspeed = 1;
1634 1878
1635 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1637 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 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 */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1886 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1888 return 0;
1644 } 1889 }
1645 } 1890 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1893 {
1648 return 0; 1894 return 0;
1649 } 1895 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1899 return 0;
1653 } 1900 }
1654 1901
1655 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1657 remove_ob(arrow); 1905 remove_ob (arrow);
1658 free_object(arrow); 1906 free_object (arrow);
1659 return 0; 1907 return 0;
1660 } 1908 }
1661 1909
1662 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1915 return 0;
1669 } 1916 }
1670 set_owner(arrow, op); 1917 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1918 arrow->skill = bow->skill;
1673 1919
1674 arrow->direction=dir; 1920 arrow->direction = dir;
1675 arrow->x = sx; 1921 arrow->x = sx;
1676 arrow->y = sy; 1922 arrow->y = sy;
1677 1923
1678 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1927 fix_player (op);
1681 } 1928 }
1682 1929
1683 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1689 1936
1690 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1938 * added to the damage. I think the strength bonus is more proper.
1692 */ 1939 */
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 1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1698 /* update the speed */ 1943 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1945 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 1946
1704 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1708 1951
1709 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1956 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 1957
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1959 }
1960 else
1961 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1962 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; 1963 arrow->level = op->level;
1721 } 1964 }
1965
1722 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1724 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1970 arrow->slaying = bow->slaying;
1726 1971
1727 arrow->map = m; 1972 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1975
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1976 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); 1977 insert_ob_in_map (arrow, m, op, 0);
1734 1978
1735 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1980 move_arrow (arrow);
1737 1981
1738 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1741 else 1986 else
1742 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1743 } 1988 }
1989
1744 return 1; 1990 return 1;
1745} 1991}
1746 1992
1747/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1994 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1998 * hence the function name.
1753 */ 1999 */
2000int
1754int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1755{ 2002{
1756 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1757 2004
1758 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 2006 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2007 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); 2008 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 2012 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 2014 }
1767 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2017 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)]); 2018 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)]); 2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2023 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); 2024 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); 2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 2026
1776 } else { 2027 }
2028 else
2029 {
1777 /* Simple case */ 2030 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2032 }
1780 return ret; 2033 return ret;
1781} 2034}
1782 2035
1783 2036
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1786 */ 2039 */
2040void
1787void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1788{ 2042{
1789 object *item; 2043 object *item;
1790 2044
1791 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2048 return;
1794 } 2049 }
1795 2050
1796 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2052 if (!item->inv)
2053 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2055 return;
1800 } 2056 }
1801 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1802 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 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)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2063 return;
1806 } 2064 }
2065 }
1807 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2071 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)); 2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2073 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2074 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; 2075 return;
1817 } 2076 }
1818 } 2077 }
1819 2078
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1823 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
2085 {
1824 object *tmp; 2086 object *tmp;
2087
1825 if (item->arch) { 2088 if (item->arch)
2089 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1828 item->speed = 0; 2092 item->speed = 0;
1829 update_ob_speed(item); 2093 update_ob_speed (item);
1830 } 2094 }
1831 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2097 }
1834 } 2098 }
1835 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1836 drain_rod_charge(item); 2101 drain_rod_charge (item);
1837 } 2102 }
1838 } 2103 }
1839} 2104}
1840 2105
1841/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1842 */ 2107 */
2108void
1843void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1844 int spellcost=0; 2111 int spellcost = 0;
1845 2112
1846 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1848 2116
1849 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1850 case range_none: 2119 case range_none:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir);
2124 return;
2125
2126 case range_magic: /* Casting spells */
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2128 return;
2129
2130 case range_misc:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2150 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 } 2151 }
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); 2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
1887 default: 2157 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2159 return;
1890 } 2160 }
1891} 2161}
1892 2162
1893 2163
1894 2164
1901 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1904 */ 2174 */
1905 2175
2176object *
1906object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1907{ 2178{
1908 object *tmp,*key; 2179 object *tmp, *key;
1909 2180
1910 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1912 2184
1913 /* First, lets try to find a key in the top level inventory */ 2185 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1916 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1918 */ 2192 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2194 break;
1921 } 2195 }
1922 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2197 /* 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 2198 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2199 * a key, return
1926 */ 2200 */
1927 if (!tmp) { 2201 if (!tmp)
2202 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1929 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
2207 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
1932 } 2210 }
1933 } 2211 }
2212 if (!tmp)
1934 if (!tmp) return NULL; 2213 return NULL;
1935 } 2214 }
1936 /* We get down here if we have found a key. Now if its in a container, 2215 /* 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 2216 * see if we actually want to use it
1938 */ 2217 */
1939 if (pl!=container) { 2218 if (pl != container)
2219 {
1940 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1942 /* cases where this fails: 2223 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2225 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1946 * containers can be used. 2227 * containers can be used.
1947 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1951 * 2232 *
1952 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1953 * all the others. 2234 * all the others.
1954 */ 2235 */
1955 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2239 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2241 "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; 2242 return NULL;
1964 } 2243 }
1965 } 2244 }
1966 return tmp; 2245 return tmp;
1967} 2246}
1968 2247
1969/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1972 * 0 otherwise 2251 * 0 otherwise
1973 */ 2252 */
2253static int
1974static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1975{ 2255{
1976 2256
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2257 /* 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 - 2258 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1980 */ 2260 */
1981 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1982 2262
1983 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1984 if (key) { 2264 if (key)
2265 {
1985 object *container=key->env; 2266 object *container = key->env;
1986 2267
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2276 }
1993 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1995 "You open the door with the %s", query_short_name(key)); 2279 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 ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2281 }
1998 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
2001 if (container != op) 2285 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
2004 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
2005 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2293 return 1;
2008 } 2294 }
2009 return 0; 2295 return 0;
2010} 2296}
2011 2297
2012/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2017 */ 2303 */
2018 2304
2305void
2019void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2020{ 2307{
2021 object *tmp, *mon; 2308 object *tmp, *mon;
2022 sint16 nx, ny; 2309 sint16 nx, ny;
2023 int on_battleground; 2310 int on_battleground;
2024 mapstruct *m; 2311 maptile *m;
2025 2312
2026 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2028 2315
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2317
2031 /* If braced, or can't move to the square, and it is not out of the 2318 /* 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 2319 * 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 2320 * 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 2321 * 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 2322 * 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 2323 * 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 2324 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2325 * move_ob uses.
2039 */ 2326 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2339 {
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");*/ 2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp;
2360 break;
2361 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366
2367 if (mon == NULL) /* This happens anytime the player tries to move */
2368 return; /* into a wall */
2369
2370 if (mon->head != NULL)
2371 mon = mon->head;
2372
2373 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2374 if (player_attack_door (op, mon))
2375 return;
2376
2377 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them.
2383 */
2384
2385 /* If the creature is a pet, push it even if the player is not
2386 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive.
2388 */
2389 if ((op->type == PLAYER)
2390#if COZY_SERVER
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2394#else
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 {
2399 /* If we're braced, we don't want to switch places with it */
2400 if (op->contr->braced)
2049 return; 2401 return;
2402 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2403 (void) push_ob (mon, dir, op);
2404 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op);
2406 return;
2050 } 2407 }
2051 2408
2052 mon = NULL; 2409 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2410 * 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. 2411 * 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 2412 * attack them either.
2056 * on the space
2057 */ 2413 */
2058 while (tmp!=NULL) { 2414 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2415 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2416#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2417 (op->contr->peaceful
2418 || (mon->type == PLAYER
2419 && mon->contr->
2420 peaceful)) &&
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 {
2426 if (!op->contr->braced)
2427 {
2428 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2429 (void) push_ob (mon, dir, op);
2062 } 2430 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2431 else
2064 mon = tmp; 2432 {
2065 break; 2433 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2434 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2435 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2436 make_visible (op);
2069 tmp=tmp->above; 2437 }
2438
2439 /* If the object is a boulder or other rollable object, then
2440 * roll it if not braced. You can't roll it if you are braced.
2441 */
2442 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2443 {
2071 2444 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2445 if (action_makes_visible (op))
2073 return; /* into a wall */ 2446 make_visible (op);
2447 }
2074 2448
2075 if(mon->head != NULL) 2449 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2450 * Way it works is like this: First, it must have some hit points
2451 * and be living. Then, it must be one of the following:
2452 * 1) Not a player, 2) A player, but of a different party. Note
2453 * that party_number -1 is no party, so attacks can still happen.
2454 */
2077 2455
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2457 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2458 {
2080 2459
2081 /* The following deals with possibly attacking peaceful 2460 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2461 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2462 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2463 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2464 */
2088 2465 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 )) { 2466 {
2129 if (!op->contr->braced) { 2467 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2468
2131 (void) push_ob(mon,dir,op); 2469 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 } 2470 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2471
2138 /* If the object is a boulder or other rollable object, then 2472 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 2473
2146 /* Any generic living creature. Including things like doors. 2474 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2475 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2476 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2477 * 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 */ 2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2162 if (!op->contr->has_hit) { 2483 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2484 skill_attack (op, mon, 0, NULL, NULL);
2164 2485 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2486 }
2167 2487 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2488 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 } 2489 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2490 } /* if player should attack something */
2185} 2491}
2186 2492
2493int
2187int move_player(object *op,int dir) { 2494move_player (object *op, int dir)
2495{
2188 int pick; 2496 int pick;
2189 2497
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2498 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; 2499 return 0;
2500
2501 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9))
2503 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0;
2506 }
2507
2508 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2511
2512 op->facing = dir;
2513
2514 if (op->hide)
2515 do_hidden_move (op);
2516
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ;
2519 else if (op->contr->fire_on)
2520 fire (op, dir);
2521 else
2522 {
2523 move_player_attack (op, dir);
2524 pick = check_pick (op);
2525 }
2526
2527 /* Add special check for newcs players and fire on - this way, the
2528 * server can handle repeat firing.
2529 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir;
2533 }
2534 else
2535 {
2536 op->direction = 0;
2537 }
2538 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities
2540 * for players.
2541 */
2542 animate_object (op, op->facing);
2543 return 0;
2231} 2544}
2232 2545
2233/* This is similar to handle_player, below, but is only used by the 2546/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2547 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2548 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2549 * the new speed values for commands.
2237 * 2550 *
2238 * Returns true if there are more actions we can do. 2551 * Returns true if there are more actions we can do.
2239 */ 2552 */
2553int
2240int handle_newcs_player(object *op) 2554handle_newcs_player (object *op)
2241{ 2555{
2242 if (op->contr->hidden) { 2556 if (op->contr->hidden)
2557 {
2243 op->invisible = 1000; 2558 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2559 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2560 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2561 * alternate it here for it to work correctly.
2247 */ 2562 */
2248 if (pticks & 2) op->invisible--; 2563 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2564 op->invisible--;
2565 }
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567 {
2568 op->invisible--;
2252 if(!op->invisible) { 2569 if (!op->invisible)
2570 {
2253 make_visible(op); 2571 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2573 }
2256 } 2574 }
2257 2575
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2576 if (QUERY_FLAG (op, FLAG_SCARED))
2577 {
2259 flee_player(op); 2578 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2579 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 {
2262 op->speed_left--; 2582 op->speed_left--;
2263 return 0; 2583 return 0;
2264 } 2584 }
2265 } 2585 }
2266 2586
2267 /* I've been seeing crashes where the golem has been destroyed, but 2587 /* 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 2588 * 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 2589 * 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. 2590 * put this in a a workaround to clean up the golem pointer.
2271 */ 2591 */
2272 if (op->contr->ranges[range_golem] && 2592 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2594 {
2275 op->contr->ranges[range_golem] = NULL; 2595 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0; 2596 op->contr->golem_count = 0;
2277 } 2597 }
2278 2598
2279 /* call this here - we also will call this in do_ericserver, but 2599 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2600 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2601 * called, so we recheck it here.
2282 */ 2602 */
2283 HandleClient(&op->contr->socket, op->contr); 2603 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2604 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; 2605 return 0;
2299}
2300 2606
2301int save_life(object *op) { 2607 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2303 2611
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction);
2617 if (op->speed_left > 0)
2618 return 1;
2619 else
2305 return 0; 2620 return 0;
2621 }
2622 return 0;
2623}
2306 2624
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2625int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2626save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2627{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2628 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2629
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); 2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2631 return 0;
2632
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 {
2636 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2638 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp);
2641 free_object (tmp);
2642 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp;
2645 if (op->stats.food < 0)
2646 op->stats.food = 999;
2647 fix_player (op);
2648 return 1;
2649 }
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */
2653 return 0;
2329} 2654}
2330 2655
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2656/* 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 2657 * 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 2658 * function will descend into containers. op is the object to start the search
2334 * from. 2659 * from.
2335 */ 2660 */
2661void
2336void remove_unpaid_objects(object *op, object *env) 2662remove_unpaid_objects (object *op, object *env)
2337{ 2663{
2338 object *next; 2664 object *next;
2339 2665
2340 while (op) { 2666 while (op)
2667 {
2341 next=op->below; /* Make sure we have a good value, in case 2668 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2669 * we remove object 'op'
2343 */ 2670 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2671 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 {
2345 remove_ob(op); 2673 remove_ob (op);
2346 op->x = env->x; 2674 op->x = env->x;
2347 op->y = env->y; 2675 op->y = env->y;
2348 if (env->type == PLAYER) 2676 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2677 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2678 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2679 }
2680 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2681 remove_unpaid_objects (op->inv, env);
2353 op=next; 2682 op = next;
2354 } 2683 }
2355} 2684}
2356 2685
2357 2686
2358/* 2687/*
2360 * Moved from apply.c to player.c - player.c is what 2689 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2690 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2691 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2692 * but there isn't one in the server directory.
2364 */ 2693 */
2694char *
2365char *gravestone_text (object *op) 2695gravestone_text (object *op)
2366{ 2696{
2367 static char buf2[MAX_BUF]; 2697 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2698 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2699 time_t now = time (NULL);
2370 2700
2371 strcpy (buf2, " R.I.P.\n\n"); 2701 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2702 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2704 else
2375 sprintf (buf, "%s\n", op->name); 2705 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2706 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2707 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2709 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2710 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2711 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2713 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2714 if (op->type == PLAYER)
2715 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2716 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2717 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2718 strcat (buf2, buf);
2388 } 2719 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2721 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2722 strcat (buf2, buf);
2392 return buf2; 2723 return buf2;
2393} 2724}
2394 2725
2395 2726
2396 2727
2728void
2397void do_some_living(object *op) { 2729do_some_living (object *op)
2730{
2398 int last_food=op->stats.food; 2731 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2732 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2733 int over_hp, over_sp, over_grace;
2401 int i; 2734 int i;
2402 int rate_hp = 1200; 2735 int rate_hp = 1200;
2403 int rate_sp = 2500; 2736 int rate_sp = 2500;
2404 int rate_grace = 2000; 2737 int rate_grace = 2000;
2405 const int max_hp = 1; 2738 const int max_hp = 1;
2406 const int max_sp = 1; 2739 const int max_sp = 1;
2407 const int max_grace = 1; 2740 const int max_grace = 1;
2408 2741
2409 if (op->contr->outputs_sync) { 2742 if (op->contr->outputs_sync)
2743 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2745 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]); 2746 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2747 }
2415 2748
2416 if(op->contr->state==ST_PLAYING) { 2749 if (op->contr->state == ST_PLAYING)
2750 {
2417 2751
2418 /* these next three if clauses make it possible to SLOW DOWN 2752 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2753 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2754 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2756 else
2757 {
2423 gen_hp = op->stats.maxhp; 2758 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2760 }
2426 if(op->contr->gen_sp >= 0 ) 2761 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2763 else
2764 {
2429 gen_sp = op->stats.maxsp; 2765 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2767 }
2432 if(op->contr->gen_grace >= 0) 2768 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2770 else
2771 {
2435 gen_grace = op->stats.maxgrace; 2772 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2774 }
2438 2775
2439 /* Regenerate Spell Points */ 2776 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2778 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2779 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) { 2780 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2781 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2782 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2783 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2784 if (!QUERY_FLAG (op, FLAG_WIZ))
2785 {
2786 op->stats.food--;
2787 if (op->contr->digestion < 0)
2788 op->stats.food += op->contr->digestion;
2789 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2790 op->stats.food = last_food;
2463 } 2791 }
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 } 2792 }
2793 if (max_sp > 1)
2794 {
2795 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0)
2797 {
2798 if (op->stats.sp < op->stats.maxsp)
2799 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2801 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2802 op->stats.sp--;
2803 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp;
2805 }
2806 op->last_sp = 0;
2807 }
2808 else
2809 {
2810 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2811 }
2812 }
2487 } else { 2813 else
2814 {
2815 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 }
2817 }
2818
2819 /* Regenerate Grace */
2820 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2821 if (--op->last_grace < 0)
2822 {
2823 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */
2825 if (max_grace > 1)
2826 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0)
2829 {
2830 op->stats.sp += over_grace
2831 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2832 op->last_grace = 0;
2833 }
2834 else
2835 {
2836 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2837 }
2838 }
2839 else
2840 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2841 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2842 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2843 /* wearing stuff doesn't detract from grace generation. */
2491 } 2844 }
2492 2845
2493 /* Regenerate Hit Points */ 2846 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2847 if (--op->last_heal < 0)
2848 {
2495 if(op->stats.hp<op->stats.maxhp) { 2849 if (op->stats.hp < op->stats.maxhp)
2850 {
2496 op->stats.hp++; 2851 op->stats.hp++;
2497 /* dms do not consume food */ 2852 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2853 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2854 {
2855 op->stats.food--;
2500 if(op->contr->digestion<0) 2856 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2857 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2858 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; 2859 op->stats.food = last_food;
2860 }
2861 }
2862 if (max_hp > 1)
2863 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0)
2866 {
2867 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2868 op->last_heal = 0;
2869 }
2870 else
2871 {
2872 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2873 }
2874 }
2875 else
2876 {
2877 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2878 }
2505 } 2879 }
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 2880
2521 /* Digestion */ 2881 /* Digestion */
2522 if(--op->last_eat<0) { 2882 if (--op->last_eat < 0)
2883 {
2523#ifdef COZY_SERVER 2884#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2887#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2888 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 2889#endif
2531 2890
2532 if(op->contr->gen_hp > 0) 2891 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2892 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2893 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2895 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2896 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2897 op->stats.food--;
2898 }
2539 } 2899 }
2540 2900
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2902 {
2542 object *tmp, *flesh=NULL; 2903 object *tmp, *flesh = NULL;
2543 2904
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2906 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2910 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2912 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2913 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2914 break;
2551 } 2915 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2916 else if (tmp->type == FLESH)
2917 flesh = tmp;
2553 } /* End if paid for object */ 2918 } /* End if paid for object */
2554 } /* end of for loop */ 2919 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2920 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2921 * eat flesh instead.
2557 */ 2922 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2926 manual_apply (op, flesh, 0);
2561 } 2927 }
2562 } /* end if player is starving */ 2928 } /* end if player is starving */
2563 2929
2564 while(op->stats.food<0&&op->stats.hp>0) 2930 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2931 op->stats.food++, op->stats.hp--;
2566 2932
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2933 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2934 kill_player (op);
2569} 2935}
2570 2936
2571 2937
2572 2938
2573/* If the player should die (lack of hp, food, etc), we call this. 2939/* 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 2940 * 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 2941 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2942 * file.
2577 */ 2943 */
2944void
2578void kill_player(object *op) 2945kill_player (object *op)
2579{ 2946{
2580 char buf[MAX_BUF]; 2947 char buf[MAX_BUF];
2581 int x,y,i; 2948 int x, y;
2949
2950 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2951 maptile *map; /* this is for resurrection */
2952
2583 int z; 2953 /* int z;
2584 int num_stats_lose; 2954 int num_stats_lose;
2585 int lost_a_stat; 2955 int lost_a_stat;
2586 int lose_this_stat; 2956 int lose_this_stat;
2587 int this_stat; 2957 int this_stat; */
2588 int will_kill_again; 2958 int will_kill_again;
2589 archetype *at; 2959 archetype *at;
2590 object *tmp; 2960 object *tmp;
2591 2961
2592 if(save_life(op)) 2962 if (save_life (op))
2593 return; 2963 return;
2594 2964
2595 2965
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2966 /* 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. 2967 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2968 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2969 */
2600 if (op_on_battleground(op, &x, &y)) { 2970 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2971 {
2602 "You have been defeated in combat!"); 2972 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, 2973 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2974
2605
2606 /* restore player */ 2975 /* restore player */
2607 at = find_archetype("poisoning"); 2976 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2977 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2978 if (tmp)
2979 {
2610 remove_ob(tmp); 2980 remove_ob (tmp);
2611 free_object(tmp); 2981 free_object (tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2983 }
2614 2984
2615 at = find_archetype("confusion"); 2985 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2986 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2987 if (tmp)
2988 {
2618 remove_ob(tmp); 2989 remove_ob (tmp);
2619 free_object(tmp); 2990 free_object (tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2992 }
2622 2993
2623 cure_disease(op,0); /* remove any disease */ 2994 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2995 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2996 if (op->stats.food <= 0)
2626 2997 op->stats.food = 999;
2998
2627 /* create a bodypart-trophy to make the winner happy */ 2999 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 3000 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 3001 if (tmp != NULL)
2630 { 3002 {
2631 sprintf(buf,"%s's finger",op->name); 3003 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 3004 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 3005 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 3006 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 3008 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 3009 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 3010 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 3011 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 3012 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 3013 }
3014
2644 /* teleport defeated player to new destination*/ 3015 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 3016 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 3017 op->contr->braced = 0;
2647 return; 3018 return;
2648 } 3019 }
2649 3020
2650 INVOKE_PLAYER (DEATH, op->contr); 3021 INVOKE_PLAYER (DEATH, op->contr);
2651 3022
2652 command_kill_pets (op, 0); 3023 command_kill_pets (op, 0);
2653 3024
2654 if(op->stats.food<0) { 3025 if (op->stats.food < 0)
3026 {
2655 if (op->contr->explore) { 3027 if (op->contr->explore)
3028 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3029 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..."); 3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3031 op->stats.food = 999;
2659 return; 3032 return;
2660 } 3033 }
2661 sprintf(buf,"%s starved to death.",op->name); 3034 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3035 strcpy (op->contr->killer, "starvation");
3036 }
3037 else
2663 } 3038 {
2664 else {
2665 if (op->contr->explore) { 3039 if (op->contr->explore)
3040 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3041 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..."); 3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3043 op->stats.hp = op->stats.maxhp;
2669 return; 3044 return;
2670 } 3045 }
2671 sprintf(buf,"%s died.",op->name); 3046 sprintf (buf, "%s died.", &op->name);
2672 } 3047 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3049
2675 /* save the map location for corpse, gravestone*/ 3050 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3051 x = op->x;
3052 y = op->y;
3053 map = op->map;
2677 3054
2678 3055
2679 if (settings.not_permadeth == TRUE) { 3056 if (settings.not_permadeth == TRUE)
3057 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3058 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3059 * 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. 3060 * See the config.h file for a little more in depth detail about this.
2683 */ 3061 */
2684 3062
2685 /* Basically two ways to go - remove a stat permanently, or just 3063 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3064 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3065 * of death.
2688 */ 3066 */
2689#ifndef COZY_SERVER 3067#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3068 if (settings.balanced_stat_loss)
3069 {
2691 /* If stat loss is permanent, lose one stat only. */ 3070 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3071 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3072 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3073 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3074 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3075 little bit harder. */
2697 /* GD */ 3076 /* GD */
2698 if (settings.stat_loss_on_death) 3077 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; 3078 num_stats_lose = 1;
3079 else
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081 }
3082 else
2704 } 3083 {
3084 num_stats_lose = 1;
3085 }
2705 lost_a_stat = 0; 3086 lost_a_stat = 0;
2706 3087
2707 for (z=0; z<num_stats_lose; z++) { 3088 for (z = 0; z < num_stats_lose; z++)
3089 {
2708 i = RANDOM() % NUM_STATS; 3090 i = RANDOM () % NUM_STATS;
2709 3091
2710 if (settings.stat_loss_on_death) { 3092 if (settings.stat_loss_on_death)
3093 {
2711 /* Pick a random stat and take a point off it. Tell the player 3094 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3095 * what he lost.
2713 */ 3096 */
2714 change_attr_value(&(op->stats), i,-1); 3097 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3098 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3099 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3100 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3102 lost_a_stat = 1;
3103 }
2720 } else { 3104 else
3105 {
2721 /* deplete a stat */ 3106 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3107 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3108 object *dep;
2724 3109
2725 dep = present_arch_in_ob(deparch,op); 3110 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3111 if (!dep)
3112 {
2727 dep = arch_to_object(deparch); 3113 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3114 insert_ob_in_ob (dep, op);
2729 } 3115 }
2730 lose_this_stat = 1; 3116 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3117 if (settings.balanced_stat_loss)
3118 {
2732 /* GD */ 3119 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3120 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3121 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3122 if (this_stat < 0)
3123 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3125 int keep_chance = this_stat * this_stat;
3126
2738 /* Yes, I am paranoid. Sue me. */ 3127 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3128 if (keep_chance < 1)
2740 keep_chance = 1; 3129 keep_chance = 1;
2741 3130
2742 /* There is a maximum depletion total per level. */ 3131 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3141 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", 3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3143 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3144 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3145 }
2755 } 3146 }
2756 } 3147 }
2757 3148
2758 if (lose_this_stat) { 3149 if (lose_this_stat)
3150 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3151 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3152 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3153 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3154 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3155 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3156 * difference.
2765 */ 3157 */
2766 if (this_stat>=-50) { 3158 if (this_stat >= -50)
3159 {
2767 change_attr_value(&(dep->stats), i, -1); 3160 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3161 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3163 fix_player (op);
2771 lost_a_stat = 1; 3164 lost_a_stat = 1;
2772 } 3165 }
2773 } 3166 }
2774 } 3167 }
2775 } 3168 }
2776 /* If no stat lost, tell the player. */ 3169 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3170 if (!lost_a_stat)
2778 { 3171 {
2779 /* determine_god() seems to not work sometimes... why is this? 3172 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3173 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3174 const char *god = determine_god (op);
3175
2782 if (god && (strcmp(god, "none"))) 3176 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3177 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 3178 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3179 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."); 3180 }
3181#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183
3184 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone.
3186 */
3187 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name);
3189 tmp->name = buf;
3190 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf;
3192 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);
3193 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0);
3196
3197 /**************************************/
3198 /* */
3199 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */
3202 /* */
3203
3204 /**************************************/
3205
3206 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */
3208 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op);
3210 if (tmp)
3211 {
3212 remove_ob (tmp);
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 }
3216
3217 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op);
3219 if (tmp)
3220 {
3221 remove_ob (tmp);
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 }
3225 cure_disease (op, 0); /* remove any disease */
3226
3227 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100)
3230 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234
3235 /*
3236 * Check to see if the player is in a shop. IF so, then check to see if
3237 * the player has any unpaid items. If so, remove them and put them back
3238 * in the map.
3239 */
3240
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op);
3243
3244 /****************************************/
3245 /* */
3246 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */
3248 /* */
3249
3250 /****************************************/
3251
3252 enter_player_savebed (op);
3253
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0;
3258 save_player (op, 1);
3259
3260 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player.
3264 */
3265 will_kill_again = 0;
3266 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3267 {
3268 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype;
3270 }
3271 if (will_kill_again)
3272 {
3273 object *force;
3274 int at;
3275
3276 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1;
3279 force->speed_left = -5.0;
3280 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100;
2789 } 3285 }
2790#endif 3286 insert_ob_in_ob (force, op);
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3287 fix_player (op);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 3288
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 3289 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 3290
2839 apply_death_exp_penalty(op); 3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2840 if(op->stats.food < 100) op->stats.food = 900; 3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
2841 op->stats.hp = op->stats.maxhp; 3327 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3328 op->stats.food = 999;
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3329
2845 /* 3330 /* set the location of where the person will reappear when */
2846 * Check to see if the player is in a shop. IF so, then check to see if 3331 /* maybe resurrection code should fix map also */
2847 * the player has any unpaid items. If so, remove them and put them back 3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
2848 * in the map. 3333 if (op->map != NULL)
2849 */ 3334 op->map = NULL;
2850 3335 op->x = settings.emergency_x;
2851 if (is_in_shop (op)) 3336 op->y = settings.emergency_y;
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/
2855 /* */
2856 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */
2858 /* */
2859 /****************************************/
2860
2861 enter_player_savebed(op);
2862
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0;
2867 save_player(op,1); 3337 save_player (op, 0);
2868 3338 op->map = map;
2869 /* it is possible that the player has blown something up 3339 /* please see resurrection.c: peterm */
2870 * at his savebed location, and that can have long lasting 3340 dead_player (op);
2871 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player.
2873 */
2874 will_kill_again=0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type ==SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype;
2878 }
2879 if (will_kill_again) {
2880 object *force;
2881 int at;
2882
2883 force=get_archetype(FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1;
2886 force->speed_left=-5.0;
2887 SET_FLAG(force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) {
2889 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100;
2891 } 3341 }
2892 insert_ob_in_ob(force, op); 3342 else
2893 fix_player(op); 3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359}
3360
3361
3362void
3363loot_object (object *op)
3364{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next;
3366
3367 if (op->container)
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371
3372 for (tmp = op->inv; tmp != NULL; tmp = next)
3373 {
3374 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible)
3376 continue;
3377 remove_ob (tmp);
3378 tmp->x = op->x, tmp->y = op->y;
3379 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */
3381 loot_object (tmp);
3382 }
3383 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3384 {
3385 if (tmp->nrof > 1)
2894 3386 {
2895 } 3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2896 /**************************************/ 3388 free_object (tmp2);
2897 /* */ 3389 insert_ob_in_map (tmp, op->map, NULL, 0);
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else {
2950 delete_character(op->name,1);
2951 } 3390 }
2952 } 3391 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2); 3392 free_object (tmp);
3393 }
3394 else
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 3396 }
2997} 3397}
2998 3398
2999/* 3399/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3400 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3401 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3402 * was changed.
3003 */ 3403 */
3004 3404
3405void
3005void fix_weight(void) { 3406fix_weight (void)
3407{
3006 player *pl; 3408 player *pl;
3409
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413
3009 if(old == sum) 3414 if (old == sum)
3010 continue; 3415 continue;
3011 fix_player(pl->ob); 3416 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3417 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3418 }
3015} 3419}
3016 3420
3421void
3017void fix_luck(void) { 3422fix_luck (void)
3423{
3018 player *pl; 3424 player *pl;
3425
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3426 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3427 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3428 change_luck (pl->ob, 0);
3022} 3429}
3023 3430
3024 3431
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3432/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3433 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3434 * just treat this as any other spell casting object.
3028 */ 3435 */
3029 3436
3030void 3437void
3031cast_dust (object * op, object * throw_ob, int dir) 3438cast_dust (object *op, object *throw_ob, int dir)
3032{ 3439{
3033 object *skop, *spob; 3440 object *skop, *spob;
3034 3441
3035 skop = find_skill_by_name (op, throw_ob->skill); 3442 skop = find_skill_by_name (op, throw_ob->skill);
3036 3443
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3444 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3445 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3446 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3447 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3448 return;
3043 } 3449 }
3044 3450
3045 spob = throw_ob->inv; 3451 spob = throw_ob->inv;
3046 3452
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3453 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3454 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3455 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3456 if (!spob)
3051 { 3457 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3458 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3459 return;
3055 } 3460 }
3056 3461
3057 if (op->type == PLAYER) 3462 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3463 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3464
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3465 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3466
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3063 remove_ob (throw_ob); 3468 remove_ob (throw_ob);
3064 free_object (throw_ob); 3469 free_object (throw_ob);
3065} 3470}
3066 3471
3472void
3067void make_visible (object *op) { 3473make_visible (object *op)
3474{
3068 op->hide = 0; 3475 op->hide = 0;
3069 op->invisible = 0; 3476 op->invisible = 0;
3070 if(op->type==PLAYER) { 3477 if (op->type == PLAYER)
3478 {
3071 op->contr->tmp_invis = 0; 3479 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3480 op->contr->invis_race = 0;
3073 } 3481 }
3074 update_object(op,UP_OBJ_FACE); 3482 update_object (op, UP_OBJ_FACE);
3075} 3483}
3076 3484
3485int
3077int is_true_undead(object *op) { 3486is_true_undead (object *op)
3487{
3078 object *tmp=NULL; 3488 object *tmp = NULL;
3079 3489
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3491 return 1;
3081 3492
3082 if(op->type==PLAYER) 3493 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3086 return 0; 3498 return 0;
3087} 3499}
3088 3500
3089/* look at the surrounding terrain to determine 3501/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3502 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3503 * indicate greater hideability.
3092 */ 3504 */
3093 3505
3506int
3094int hideability(object *ob) { 3507hideability (object *ob)
3508{
3095 int i,level=0, mflag; 3509 int i, level = 0, mflag;
3096 sint16 x,y; 3510 sint16 x, y;
3097 3511
3098 if(!ob||!ob->map) return 0; 3512 if (!ob || !ob->map)
3513 return 0;
3099 3514
3100 /* so, on normal lighted maps, its hard to hide */ 3515 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3516 level = ob->map->darkness - 2;
3102 3517
3103 /* this also picks up whether the object is glowing. 3518 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3519 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3520 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3521 if (has_carried_lights (ob))
3522 level = -(10 + (2 * ob->map->darkness));
3107 3523
3108 /* scan through all nearby squares for terrain to hide in */ 3524 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3525 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3526 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3527 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3528 if (mflag & P_OUT_OF_MAP)
3529 {
3530 continue;
3531 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3532 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3533 level += 2;
3114 else /* open terrain! */ 3534 else /* open terrain! */
3115 level -= 1; 3535 level -= 1;
3116 } 3536 }
3117 3537
3118#if 0 3538#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3539 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3540#endif
3121 return level; 3541 return level;
3122} 3542}
3123 3543
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3544/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3545 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3546 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3547 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3548 */
3129 3549
3550void
3130void do_hidden_move (object *op) { 3551do_hidden_move (object *op)
3552{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3554 object *skop;
3133 3555
3134 if(!op || !op->map) return; 3556 if (!op || !op->map)
3557 return;
3135 3558
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3560
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3561 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3562 if (op->type == PLAYER && op->contr->run_on)
3563 {
3140 if(!skop || num >= skop->level) { 3564 if (!skop || num >= skop->level)
3565 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3566 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3567 make_visible (op);
3143 return; 3568 return;
3569 }
3570 else
3144 } else num += 20; 3571 num += 20;
3145 } 3572 }
3146 num += op->map->difficulty; 3573 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3574 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3575 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 {
3150 make_visible(op); 3578 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3579 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3580 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3581 }
3154 else if (op->type == PLAYER && skop) { 3582 else if (op->type == PLAYER && skop)
3583 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3584 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3585 }
3157} 3586}
3158 3587
3159/* determine if who is standing near a hostile creature. */ 3588/* determine if who is standing near a hostile creature. */
3160 3589
3590int
3161int stand_near_hostile( object *who ) { 3591stand_near_hostile (object *who)
3592{
3162 object *tmp=NULL; 3593 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3594 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3595 maptile *m;
3165 sint16 x,y; 3596 sint16 x, y;
3166 3597
3167 if(!who) return 0; 3598 if (!who)
3599 return 0;
3168 3600
3169 if(who->type==PLAYER) player=1; 3601 if (who->type == PLAYER)
3602 player = 1;
3603
3604 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3605 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3606
3172 /* search adjacent squares */ 3607 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3608 for (i = 1; i < 9; i++)
3609 {
3174 x = who->x+freearr_x[i]; 3610 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3611 y = who->y + freearr_y[i];
3176 m = who->map; 3612 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3613 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3614 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3615 * blocked, don't need to check this space.
3180 */ 3616 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3617 if (mflags & P_OUT_OF_MAP)
3618 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3619 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3620 continue;
3621
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3622 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3623 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3624 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3625 return 1;
3626 else if (tmp->type == PLAYER)
3627 {
3628 /*don't let a hidden DM prevent you from hiding */
3629 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3630 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3631 }
3194 } 3632 }
3195 } 3633 }
3196 return 0; 3634 return 0;
3197} 3635}
3198 3636
3199/* check the player los field for viewability of the 3637/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3638 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3639 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3646 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3647 * -b.t.
3210 * This function is now map tiling safe. 3648 * This function is now map tiling safe.
3211 */ 3649 */
3212 3650
3651int
3213int player_can_view (object *pl,object *op) { 3652player_can_view (object *pl, object *op)
3653{
3214 rv_vector rv; 3654 rv_vector rv;
3215 int dx,dy; 3655 int dx, dy;
3216 3656
3217 if(pl->type!=PLAYER) { 3657 if (pl->type != PLAYER)
3658 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3659 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3660 return -1;
3220 } 3661 }
3221 if (!pl || !op) return 0; 3662 if (!pl || !op)
3222
3223 if(op->head) { op = op->head; }
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3663 return 0;
3664
3665 if (op->head)
3666 {
3667 op = op->head;
3668 }
3669 get_rangevector (pl, op, &rv, 0x1);
3670
3671 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any
3673 * part that is in the los array but isnt on
3674 * a blocked los square.
3675 * we use the archetype to figure out offsets.
3676 */
3677 while (op)
3678 {
3679 dx = rv.distance_x + op->arch->clone.x;
3680 dy = rv.distance_y + op->arch->clone.y;
3681
3682 /* only the viewable area the player sees is updated by LOS
3683 * code, so we need to restrict ourselves to that range of values
3684 * for any meaningful values.
3685 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3688 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3689 return 1;
3690 op = op->more;
3691 }
3692 return 0;
3247} 3693}
3248 3694
3249/* routine for both players and monsters. We call this when 3695/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3696 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3697 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3698 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3699 * return 0.
3254 */ 3700 */
3701int
3255int action_makes_visible (object *op) { 3702action_makes_visible (object *op)
3703{
3256 3704
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3705 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3706 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3707 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3708 return 0;
3260 3709
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3710 if (op->contr && op->contr->tmp_invis == 0)
3711 return 0;
3262 3712
3263 /* If monsters, they should become visible */ 3713 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3714 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3715 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3716 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3717 return 1;
3267 } 3718 }
3268 } 3719 }
3269 return 0; 3720 return 0;
3270} 3721}
3271 3722
3272/* op_on_battleground - checks if the given object op (usually 3723/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3724 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3725 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3726 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3727 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3728 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3729 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3730 */
3731int
3280int op_on_battleground (object *op, int *x, int *y) { 3732op_on_battleground (object *op, int *x, int *y)
3733{
3281 object *tmp; 3734 object *tmp;
3282 3735
3283 /* A battleground-tile needs the following attributes to be valid: 3736 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3737 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3738 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3739 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3740 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3741 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3742 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3743 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3744 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3745 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3746 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3747 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3748 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3749 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3750 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3751 {
3296 object *invtmp; 3752 object *invtmp;
3753
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3754 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3755 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3756 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3757 {
3300 if (x != NULL && y != NULL) 3758 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3759 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3760 return 1;
3761 }
3303 } 3762 }
3304 } 3763 }
3305 }
3306 if (x != NULL && y != NULL) 3764 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3765 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3766 return 1;
3767 }
3309 } 3768 }
3310 }
3311 } 3769 }
3312 /* If we got here, did not find a battleground */ 3770 /* If we got here, did not find a battleground */
3313 return 0; 3771 return 0;
3314} 3772}
3315 3773
3316/* 3774/*
3320 * attributes: 3778 * attributes:
3321 * object *who the dragon player 3779 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3780 * int atnr the attack-number of the ability focus
3323 * int level ability level 3781 * int level ability level
3324 */ 3782 */
3783void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3784dragon_ability_gain (object *who, int atnr, int level)
3785{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3786 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3787 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3788 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3789 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3790 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3791 int i = 0, j = 0;
3332 3792
3333 /* get the appropriate treasurelist */ 3793 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3794 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3795 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3796 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3797 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3798 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3799 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3800 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3801 trlist = find_treasurelist ("dragon_ability_poison");
3342 3802
3343 if (trlist == NULL || who->type != PLAYER) 3803 if (trlist == NULL || who->type != PLAYER)
3804 return;
3805
3806 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3807
3808 if (tr == NULL || tr->item == NULL)
3809 {
3810 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3811 return;
3812 }
3813
3814 /* everything seems okay - now bring on the gift: */
3815 item = &(tr->item->clone);
3816
3817 if (item->type == SPELL)
3818 {
3819 if (check_spell_known (who, item->name))
3344 return; 3820 return;
3345 3821
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3822 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3823 do_learn_spell (who, item, 0);
3348 3824 return;
3349 if (tr == NULL || tr->item == NULL) { 3825 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3826
3827 /* grant direct spell */
3828 if (item->type == SPELLBOOK)
3829 {
3830 if (!item->inv)
3831 {
3832 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3833 return;
3834 }
3835 if (check_spell_known (who, item->inv->name))
3351 return; 3836 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3837 if (item->invisible)
3838 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3839 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3840 do_learn_spell (who, item->inv, 0);
3378 return; 3841 return;
3379 } 3842 }
3380 } 3843 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3844 else if (item->type == SKILL_TOOL && item->invisible)
3845 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3846 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3847 {
3383 3848
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3849 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3850 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3851 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3852 * but not all of them, he gets nothing.
3388 */ 3853 */
3389 if (!(skop->attacktype & item->attacktype)) { 3854 if (!(skop->attacktype & item->attacktype))
3855 {
3390 /* Give new attacktype */ 3856 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3857 skop->attacktype |= item->attacktype;
3392 3858
3393 /* always add physical if there's none */ 3859 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3860 skop->attacktype |= AT_PHYSICAL;
3395 3861
3396 if (item->msg != NULL) 3862 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3863 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3864
3399 /* Give player new face */ 3865 /* Give player new face */
3400 if (item->animation_id) { 3866 if (item->animation_id)
3867 {
3401 who->face = skop->face; 3868 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3869 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3870 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3871 who->last_anim = 0;
3405 who->state = 0; 3872 who->state = 0;
3406 animate_object(who, who->direction); 3873 animate_object (who, who->direction);
3407 } 3874 }
3408 } 3875 }
3409 } 3876 }
3410 } 3877 }
3411 else if (item->type == FORCE) { 3878 else if (item->type == FORCE)
3879 {
3412 /* forces in the treasurelist can alter the player's stats */ 3880 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3881 object *skin;
3882
3414 /* first get the dragon skin force */ 3883 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3884 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3416 skin=skin->below);
3417 if (skin == NULL) return; 3885 if (skin == NULL)
3418 3886 return;
3887
3419 /* adding new spellpath attunements */ 3888 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3891 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3892
3423 /* print message */ 3893 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3894 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3895 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3896 {
3426 if(item->path_attuned & (1<<i)) { 3897 if (item->path_attuned & (1 << i))
3898 {
3427 if (j) 3899 if (j)
3428 strcat(buf," and "); 3900 strcat (buf, " and ");
3429 else 3901 else
3430 j = 1; 3902 j = 1;
3431 strcat(buf, spellpathnames[i]); 3903 strcat (buf, spellpathnames[i]);
3432 } 3904 }
3433 } 3905 }
3434 strcat(buf,"."); 3906 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3907 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3908 }
3437 3909
3438 /* evtl. adding flags: */ 3910 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3911 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3912 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3913 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3914 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3915 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3916 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3917
3446 /* print message if there is one */ 3918 /* print message if there is one */
3447 if (item->msg != NULL) 3919 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3920 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3921 }
3922 else
3449 } 3923 {
3450 else {
3451 /* generate misc. treasure */ 3924 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3925 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3926 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3927 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3928 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3929 esrv_send_item (who, tmp);
3457 } 3930 }
3458} 3931}
3459 3932
3460/** 3933/**
3461 * Unready an object for a player. This function does nothing if the object was 3934 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3935 * not readied.
3463 */ 3936 */
3937void
3464void player_unready_range_ob(player *pl, object *ob) { 3938player_unready_range_ob (player *pl, object *ob)
3939{
3465 rangetype i; 3940 rangetype i;
3466 3941
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3943 {
3468 if (pl->ranges[i] == ob) { 3944 if (pl->ranges[i] == ob)
3945 {
3469 pl->ranges[i] = NULL; 3946 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3947 if (pl->shoottype == i)
3948 {
3471 pl->shoottype = range_none; 3949 pl->shoottype = range_none;
3472 } 3950 }
3473 } 3951 }
3474 } 3952 }
3475} 3953}

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