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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 1.31 by pippijn, Mon Dec 11 19:46:47 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 */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
34#include <sproto.h> 27# include <sproto.h>
35#endif 28#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
42 35
43#ifdef COZY_SERVER 36#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
45#endif 38#endif
46 39
40player *
47player *find_player(const char *plname) 41find_player (const char *plname)
48{ 42{
49 player *pl; 43 player *pl;
44
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 46 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 48 return pl;
54 }; 49 };
55 return NULL; 50 return NULL;
56} 51}
57 52
53player *
58player* find_player_partial_name( const char* plname ) 54find_player_partial_name (const char *plname)
59 { 55{
60 player* pl; 56 player *pl;
61 player* found = NULL; 57 player *found = NULL;
62 size_t namelen = strlen( plname ); 58 size_t namelen = strlen (plname);
59
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 60 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 61 {
65 if ( strlen( pl->ob->name ) < namelen ) 62 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 63 continue;
67 64
68 if ( !strcmp( pl->ob->name, plname) ) 65 if (!strcmp (pl->ob->name, plname))
69 return pl; 66 return pl;
70 67
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 68 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 69 {
73 if ( found ) 70 if (found)
74 return NULL; 71 return NULL;
75 72
76 found = pl; 73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
77 } 173 }
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); 174 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 175 size += strlen (buf);
170 } 176 }
171 }
172 177 }
178
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 180 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); 181 close_and_delete (fp, comp);
179} 182}
180 183
184int
181int playername_ok(const char *cp) { 185playername_ok (const char *cp)
186{
182 /* Don't allow - or _ as first character in the name */ 187 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 188 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; 189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
189} 195}
190 196
191/* This no longer sets the player map. Also, it now updates 197/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 198 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 199 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 203 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 204 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 205 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 206 * the one that is passed.
201 */ 207 */
202static player* get_player(player *p) { 208static player *
209get_player (player *p)
210{
203 object *op=arch_to_object(get_player_archetype(NULL)); 211 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 212 int i;
205 213
206 if (!p) { 214 if (!p)
207 p = (player *) malloc(sizeof(player)); 215 {
208 if(p==NULL) 216 p = new player;
209 fatal(OUT_OF_MEMORY);
210 217
211 /* This adds the player in the linked list. There is extra 218 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 219 * 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 220 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 221 * that needs to be done except for things like output of
215 * 'who'. 222 * 'who'.
216 */ 223 */
217 player *tmp = first_player; 224 player *tmp = first_player;
225
218 while(tmp!=NULL&&tmp->next!=NULL) 226 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 227 tmp = tmp->next;
220 if(tmp!=NULL) 228 if (tmp != NULL)
221 tmp->next=p; 229 tmp->next = p;
222 else 230 else
223 first_player=p; 231 first_player = p;
224 232
225 p->next = NULL; 233 p->next = NULL;
226 } 234 }
227 235
228 /* Clears basically the entire player structure except 236 /* Clears basically the entire player structure except
229 * for next and socket. 237 * for next and socket.
230 */ 238 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 239 p->clear ();
232 p->attachable_init (); //HACK
233 240
234 /* There are some elements we want initialized to non zero value - 241 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 242 * we deal with that below this point.
236 */ 243 */
237 p->party=NULL; 244 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 245 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 246 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 247 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 248 p->Swap_First = -1;
242 249
243#ifdef AUTOSAVE 250#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 251 p->last_save_tick = 9999999;
245#endif 252#endif
246 253
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 255
249 op->contr=p; /* this aren't yet in archetype */ 256 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 257 p->ob = op;
251 op->speed_left=0.5; 258 op->speed_left = 0.5;
252 op->speed=1.0; 259 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 260 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 261 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 262 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 264
258 roll_stats(op); 265 roll_stats (op);
259 p->state=ST_ROLL_STAT; 266 p->state = ST_ROLL_STAT;
260 clear_los(op); 267 clear_los (op);
261 268
262 p->gen_sp_armour=10; 269 p->gen_sp_armour = 10;
263 p->last_speed= -1; 270 p->last_speed = -1;
264 p->shoottype=range_none; 271 p->shoottype = range_none;
265 p->bowtype=bow_normal; 272 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 273 p->petmode = pet_normal;
267 p->listening=10; 274 p->listening = 10;
268 p->usekeys=containers; 275 p->usekeys = containers;
269 p->last_weapon_sp= -1; 276 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 277 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 278 p->do_los = 1;
272 p->explore=0; 279 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 280 p->no_shout = 0; /* default can shout */
274 281
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 282 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 283 op->race = op->arch->clone.race;
278 284
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 285 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 286
281 /* we need to clear these to -1 and not zero - otherwise, 287 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 288 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 289 * send new values to the client, as things like exp start
284 * at zero. 290 * at zero.
285 */ 291 */
286 for (i=0; i < NUM_SKILLS; i++) { 292 for (i = 0; i < NUM_SKILLS; i++)
293 {
287 p->last_skill_exp[i] = -1; 294 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 295 p->last_skill_ob[i] = NULL;
289 } 296 }
290 for (i=0; i < NROFATTACKS; i++) { 297 for (i = 0; i < NROFATTACKS; i++)
298 {
291 p->last_resist[i] = -1; 299 p->last_resist[i] = -1;
292 } 300 }
293 p->last_stats.exp = -1; 301 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 302 p->last_weight = (uint32) - 1;
295 303
296 p->socket.update_look=0; 304 p->socket.update_look = 0;
297 p->socket.look_position=0; 305 p->socket.look_position = 0;
298 return p; 306 return p;
299} 307}
300
301 308
302/* This loads the first map an puts the player on it. */ 309/* This loads the first map an puts the player on it. */
310static void
303static void set_first_map(object *op) 311set_first_map (object *op)
304{ 312{
305 strcpy(op->contr->maplevel, first_map_path); 313 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 314 op->x = -1;
307 op->y = -1; 315 op->y = -1;
308 enter_exit(op, NULL); 316 enter_exit (op, NULL);
309} 317}
310 318
311/* Tries to add player on the connection passwd in ns. 319/* 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 320 * All we can really get in this is some settings like host and display
313 * mode. 321 * mode.
314 */ 322 */
315 323
324int
316int add_player(NewSocket *ns) { 325add_player (NewSocket * ns)
326{
317 player *p; 327 player *p;
318 328
319 p=get_player(NULL); 329 p = get_player (NULL);
320 p->socket = *ns; 330 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
322 if(p->socket.faces_sent == NULL) 333 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 334 fatal (OUT_OF_MEMORY);
335
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 339 * on the uncoming socket.
328 */ 340 */
329 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 342 set_first_map (p->ob);
331 343
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
334 send_rules(p->ob); 346 send_rules (p->ob);
335 send_news(p->ob); 347 send_news (p->ob);
336 display_motd(p->ob); 348 display_motd (p->ob);
337 get_name(p->ob); 349 get_name (p->ob);
350
338 return 0; 351 return 0;
339} 352}
340 353
341/* 354/*
342 * get_player_archetype() return next player archetype from archetype 355 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 356 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 357 * Note: there MUST be at least one player archetype!
345 */ 358 */
359archetype *
346archetype *get_player_archetype(archetype* at) 360get_player_archetype (archetype *at)
347{ 361{
348 archetype *start = at; 362 archetype *start = at;
363
349 for (;;) { 364 for (;;)
365 {
350 if (at==NULL || at->next==NULL) 366 if (at == NULL || at->next == NULL)
351 at=first_archetype; 367 at = first_archetype;
352 else 368 else
353 at=at->next; 369 at = at->next;
354 if(at->clone.type==PLAYER) 370 if (at->clone.type == PLAYER)
355 return at; 371 return at;
356 if (at == start) { 372 if (at == start)
373 {
357 LOG (llevError, "No Player archetypes\n"); 374 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 375 exit (-1);
359 } 376 }
360 } 377 }
361} 378}
362 379
363 380
381object *
364object *get_nearest_player(object *mon) { 382get_nearest_player (object *mon)
383{
365 object *op = NULL; 384 object *op = NULL;
366 player *pl = NULL; 385 player *pl = NULL;
367 objectlink *ol; 386 objectlink *ol;
368 unsigned lastdist; 387 unsigned lastdist;
369 rv_vector rv; 388 rv_vector rv;
370 389
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
391 {
372 /* We should not find free objects on this friendly list, but it 392 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 393 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 394 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 395 * list is also free, so encapsulate this in a while loop.
376 */ 396 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
378 object *tmp=ol->ob; 399 object *tmp = ol->ob;
379 400
380 /* Can't do much more other than log the fact, because the object 401 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 402 * itself will have been cleared.
382 */ 403 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 405 ol = ol->next;
385 remove_friendly_object(tmp); 406 remove_friendly_object (tmp);
407 if (!ol)
386 if (!ol) return op; 408 return op;
387 } 409 }
388 410
389 /* Remove special check for player from this. First, it looks to cause 411 /* 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 412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 413 * 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 414 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 415 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 416 * on_same_map check, as can_detect_enemy also does this
395 */ 417 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 418 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 419 continue;
398 420
399 if(lastdist>rv.distance) { 421 if (lastdist > rv.distance)
422 {
400 op=ol->ob; 423 op = ol->ob;
401 lastdist=rv.distance; 424 lastdist = rv.distance;
402 } 425 }
403 } 426 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 427 for (pl = first_player; pl != NULL; pl = pl->next)
428 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 429 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
406 431
407 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
433 {
408 op=pl->ob; 434 op = pl->ob;
409 lastdist=rv.distance; 435 lastdist = rv.distance;
410 } 436 }
411 } 437 }
412 } 438 }
413#if 0 439#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 441#endif
416 return op; 442 return op;
417} 443}
418 444
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 445/* 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 446 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 447 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 484 * 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, 485 * 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 486 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 487 * is blocking itself.
462 */ 488 */
489int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 490path_to_player (object *mon, object *pl, unsigned mindiff)
491{
464 rv_vector rv; 492 rv_vector rv;
465 sint16 x,y; 493 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 495 maptile *m, *lastmap;
468 496
469 get_rangevector(mon, pl, &rv, 0); 497 get_rangevector (mon, pl, &rv, 0);
470 498
471 if (rv.distance<mindiff) return 0; 499 if (rv.distance < mindiff)
500 return 0;
472 501
473 x=mon->x; 502 x = mon->x;
474 y=mon->y; 503 y = mon->y;
475 m=mon->map; 504 m = mon->map;
476 dir = rv.direction; 505 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 506 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); 507 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. */ 508 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 509 if (diff > max)
510 return 0;
481 while (diff >1 && max>0) { 511 while (diff > 1 && max > 0)
512 {
482 lastx = x; 513 lastx = x;
483 lasty = y; 514 lasty = y;
484 lastmap = m; 515 lastmap = m;
485 x = lastx + freearr_x[dir]; 516 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 517 y = lasty + freearr_y[dir];
487 518
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 519 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); 520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 521
491 /* Space is blocked - try changing direction a little */ 522 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 523 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)))) { 524 && (m == mon->map && blocked_link (mon, m, x, y))))
525 {
494 /* recalculate direction from last good location. Possible 526 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 527 * we were not traversing ideal location before.
496 */ 528 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 530 if (rv.direction != dir)
531 {
499 /* OK - says direction should be different - lets reset the 532 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 533 * the values so it will try again.
501 */ 534 */
502 x = lastx; 535 x = lastx;
503 y = lasty; 536 y = lasty;
504 m = lastmap; 537 m = lastmap;
505 dir = firstdir = rv.direction; 538 dir = firstdir = rv.direction;
539 }
506 } else { 540 else
541 {
507 /* direct path is blocked - try taking a side step to 542 /* direct path is blocked - try taking a side step to
508 * either the left or right. 543 * either the left or right.
509 * Note increase the values in the loop below to be 544 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 545 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 546 * 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 547 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 548 * stepping back and forth
514 */ 549 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 {
552 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 553 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 554 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 555 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 556 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 557 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 558 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 559 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 560 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 561 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 562 * the last direction the creature has successfully
526 * moved. 563 * moved.
527 */ 564 */
528 565
529 x = lastx + freearr_x[absdir(lastdir+i)]; 566 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 567 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 568 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 569 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 570 if (mflags & P_OUT_OF_MAP)
571 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 572 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 573 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
574 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 575 if (mflags & P_BLOCKSVIEW)
576 continue;
537 577
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 578 if (m == mon->map && blocked_link (mon, m, x, y))
579 break;
539 } 580 }
540 /* go through entire loop without finding a valid 581 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 582 * sidestep to take - thus, no valid path.
542 */ 583 */
543 if (i==(DETOUR_AMOUNT+1)) 584 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 585 return 0;
545 diff--; 586 diff--;
546 lastdir=dir; 587 lastdir = dir;
547 max--; 588 max--;
548 if (!firstdir) firstdir = dir+i; 589 if (!firstdir)
590 firstdir = dir + i;
549 } /* else check alternate directions */ 591 } /* else check alternate directions */
550 } /* if blocked */ 592 } /* if blocked */
551 else { 593 else
594 {
552 /* we moved towards creature, so diff is less */ 595 /* we moved towards creature, so diff is less */
553 diff--; 596 diff--;
554 max--; 597 max--;
555 lastdir=dir; 598 lastdir = dir;
599 if (!firstdir)
556 if (!firstdir) firstdir = dir; 600 firstdir = dir;
601 }
602 if (diff <= 1)
557 } 603 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 604 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 605 * headed toward player for entire distance.
561 */ 606 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 607 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); 608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 609 }
565 if (diff>max) return 0; 610 if (diff > max)
611 return 0;
566 } 612 }
567 /* If we reached the max, didn't find a direction in time */ 613 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 614 if (!max)
615 return 0;
569 616
570 return firstdir; 617 return firstdir;
571} 618}
572 619
620void
573void give_initial_items(object *pl,treasurelist *items) { 621give_initial_items (object *pl, treasurelist * items)
622{
574 object *op,*next=NULL; 623 object *op, *next = NULL;
575 624
576 if(pl->randomitems!=NULL) 625 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 627
579 for (op=pl->inv; op; op=next) { 628 for (op = pl->inv; op; op = next)
629 {
580 next = op->below; 630 next = op->below;
581 631
582 /* Forces get applied per default, unless they have the 632 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 633 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 634 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 636 SET_FLAG (op, FLAG_APPLIED);
587 637
588 /* we never give weapons/armour if these cannot be used 638 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 639 * by this player due to race restrictions
590 */ 640 */
591 if (pl->type == PLAYER) { 641 if (pl->type == PLAYER)
642 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 644 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 645 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 646 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 647 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)) { 648 {
598 remove_ob (op); 649 remove_ob (op);
599 free_object (op); 650 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; 651 continue;
622 } 652 }
623 if (op->nrof > 1) op->nrof = 1; 653 }
654
655 /* This really needs to be better - we should really give
656 * a substitute spellbook. The problem is that we don't really
657 * have a good idea what to replace it with (need something like
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */
661 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 662 {
663 object *tmp;
625 664
665 for (tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name)
667 break;
668
669 if (tmp)
670 {
671 remove_ob (op);
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue;
675 }
676 if (op->nrof > 1)
677 op->nrof = 1;
678 }
679
626 if (op->type == SPELLBOOK && op->inv) { 680 if (op->type == SPELLBOOK && op->inv)
681 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 683 }
629 684
630 /* Give starting characters identified, uncursed, and undamned 685 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 686 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 687 * merged properly.
633 */ 688 */
634 if (need_identify(op)) { 689 if (need_identify (op))
690 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 691 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 692 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 693 CLEAR_FLAG (op, FLAG_DAMNED);
694 }
695 if (op->type == SPELL)
638 } 696 {
639 if(op->type==SPELL) {
640 remove_ob(op); 697 remove_ob (op);
641 free_object(op); 698 free_object (op);
642 continue; 699 continue;
700 }
701 else if (op->type == SKILL)
643 } 702 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 703 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 704 op->stats.exp = 0;
647 op->level = 1; 705 op->level = 1;
648 } 706 }
649 /* lock all 'normal items by default */ 707 /* lock all 'normal items by default */
708 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 709 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 710 } /* for loop of objects in player inv */
652 711
653 /* Need to set up the skill pointers */ 712 /* Need to set up the skill pointers */
654 link_player_skills(pl); 713 link_player_skills (pl);
655} 714}
656 715
716void
657void get_name(object *op) { 717get_name (object *op)
718{
658 op->contr->write_buf[0]='\0'; 719 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 720 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 721 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 722}
662 723
724void
663void get_password(object *op) { 725get_password (object *op)
726{
664 op->contr->write_buf[0]='\0'; 727 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 728 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 730}
668 731
732void
669void play_again(object *op) 733play_again (object *op)
670{ 734{
671 op->contr->state=ST_PLAY_AGAIN; 735 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 736 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 737 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 738 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 739 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 740 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 741 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 742 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 743 * to leave it to play_again to remove the object in all
680 * cases. 744 * cases.
681 */ 745 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 746 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 747 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 748 /* 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 749 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 750 * the map is null or not swapped out.
687 */ 751 */
688 op->map = NULL; 752 op->map = NULL;
689} 753}
690 754
691 755int
692int receive_play_again(object *op, char key) 756receive_play_again (object *op, char key)
693{ 757{
694 if(key=='q'||key=='Q') { 758 if (key == 'q' || key == 'Q')
759 {
695 remove_friendly_object(op); 760 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 761 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 762 return 2;
698 } 763 }
699 else if(key=='a'||key=='A') { 764 else if (key == 'a' || key == 'A')
765 {
700 player *pl = op->contr; 766 player *pl = op->contr;
701 const char *name = op->name; 767 shstr name = op->name;
702 768
703 add_refcount(name); 769 op->contr = 0;
704 remove_friendly_object(op); 770 op->type = 0;
705 free_object(op); 771 op->destroy (1);
706 pl = get_player(pl); 772 pl = get_player (pl);
707 op = pl->ob; 773 op = pl->ob;
708 add_friendly_object(op); 774 add_friendly_object (op);
709 op->contr->password[0]='~'; 775 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 776 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 777 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 779 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 780 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 781 set_first_map (op);
719 } else { 782 }
783 else
720 /* user pressed something else so just ask again... */ 784 /* user pressed something else so just ask again... */
721 play_again(op); 785 play_again (op);
722 } 786
723 return 0; 787 return 0;
724} 788}
725 789
790void
726void confirm_password(object *op) { 791confirm_password (object *op)
792{
727 793
728 op->contr->write_buf[0]='\0'; 794 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 795 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 797}
732 798
799void
733void get_party_password(object *op, partylist *party) { 800get_party_password (object *op, partylist *party)
801{
734 if (party == NULL) { 802 if (party == NULL)
803 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 805 return;
737 } 806 }
738 op->contr->write_buf[0]='\0'; 807 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 808 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 809 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 811}
743 812
744 813
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int
746int roll_stat(void) { 816roll_stat (void)
817{
747 int a[4],i,j,k; 818 int a[4], i, j, k;
748 819
749 for(i=0;i<4;i++) 820 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 821 a[i] = (int) RANDOM () % 6 + 1;
751 822
752 for(i=0,j=0,k=7;i<4;i++) 823 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 824 if (a[i] < k)
754 k=a[i],j=i; 825 k = a[i], j = i;
755 826
756 for(i=0,k=0;i<4;i++) { 827 for (i = 0, k = 0; i < 4; i++)
828 {
757 if(i!=j) 829 if (i != j)
758 k+=a[i]; 830 k += a[i];
759 } 831 }
760 return k; 832 return k;
761} 833}
762 834
835void
763void roll_stats(object *op) { 836roll_stats (object *op)
837{
764 int sum=0; 838 int sum = 0;
765 int i = 0, j = 0; 839 int i = 0, j = 0;
766 int statsort[7]; 840 int statsort[7];
767 841
842 do
768 do { 843 {
769 op->stats.Str=roll_stat(); 844 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 845 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 846 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 847 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 848 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 849 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 850 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 851 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+ 852 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 853 while (sum < 82 || sum > 116);
780 854
781 /* Sort the stats so that rerolling is easier... */ 855 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 856 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 857 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 858 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 859 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 860 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 861 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 862 statsort[6] = op->stats.Cha;
789 863
790 /* a quick and dirty bubblesort? */ 864 /* a quick and dirty bubblesort? */
865 do
791 do { 866 {
792 if (statsort[i] < statsort[i + 1]) { 867 if (statsort[i] < statsort[i + 1])
868 {
793 j = statsort[i]; 869 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 870 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 871 statsort[i + 1] = j;
796 i = 0; 872 i = 0;
873 }
797 } else { 874 else
875 {
798 i++; 876 i++;
799 } 877 }
878 }
800 } while (i < 6); 879 while (i < 6);
801 880
802 op->stats.Str = statsort[0]; 881 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 882 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 883 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 884 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 885 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 886 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 887 op->stats.Cha = statsort[6];
809 888
810 889
811 op->contr->orig_stats.Str=op->stats.Str; 890 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 891 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 892 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 893 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 894 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 895 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 896 op->contr->orig_stats.Cha = op->stats.Cha;
818 897
819 op->level=1; 898 op->level = 1;
820 op->stats.exp=0; 899 op->stats.exp = 0;
821 op->stats.ac=0; 900 op->stats.ac = 0;
822 901
823 op->contr->levhp[1] = 9; 902 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 903 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 904 op->contr->levgrace[1] = 3;
826 905
827 fix_player(op); 906 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 907 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 908 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 909 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 910 op->contr->orig_stats = op->stats;
832} 911}
833 912
913void
834void Roll_Again(object *op) 914Roll_Again (object *op)
835{ 915{
836 esrv_new_player(op->contr, 0); 916 esrv_new_player (op->contr, 0);
917 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)? "); 918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 919}
839 920
921void
840void Swap_Stat(object *op,int Swap_Second) 922Swap_Stat (object *op, int Swap_Second)
841{ 923{
842 signed char tmp; 924 signed char tmp;
843 char buf[MAX_BUF]; 925 char buf[MAX_BUF];
844 926
845 if ( op->contr->Swap_First == -1 ) { 927 if (op->contr->Swap_First == -1)
928 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 929 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,"); 930 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"); 931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 932 return;
850 } 933 }
851 934
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 936
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 937 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));
856 938
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 940
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 942 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 943 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 944 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 945 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 946 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 947 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 948 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 949 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 950 op->stats.ac = 0;
869 951
870 op->level=1; 952 op->level = 1;
871 op->stats.exp=0; 953 op->stats.exp = 0;
872 op->stats.ac=0; 954 op->stats.ac = 0;
873 955
874 op->contr->levhp[1] = 9; 956 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 957 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 958 op->contr->levgrace[1] = 3;
877 959
878 fix_player(op); 960 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 963 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 964 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 965 op->contr->Swap_First = -1;
884} 966}
885 967
886 968
887/* This code has been greatly reduced, because with set_attr_value 969/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 970 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 971 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 972 * 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 973 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 974 * the number's access that stat. The table does that translation.
893 */ 975 */
976int
894int key_roll_stat(object *op, char key) 977key_roll_stat (object *op, char key)
895{ 978{
896 int keynum = key -'0'; 979 int keynum = key - '0';
897 char buf[MAX_BUF]; 980 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 982
900 if (keynum>0 && keynum<=7) { 983 if (keynum > 0 && keynum <= 7)
984 {
901 if (op->contr->Swap_First==-1) { 985 if (op->contr->Swap_First == -1)
986 {
902 op->contr->Swap_First=stat_trans[keynum]; 987 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 989 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 990 }
906 else 991 else
907 Swap_Stat(op,stat_trans[keynum]); 992 Swap_Stat (op, stat_trans[keynum]);
908 993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1029 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 1030
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': 1031 case 'q':
937 case 'Y': 1032 case 'Q':
938 roll_stats(op); 1033 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1034 return 1;
941 1035
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1036 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1038 return 0;
950 } 1039 }
951 return 0; 1040 return 0;
952} 1041}
953 1042
954/* This function takes the key that is passed, and does the 1043/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1044 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1045 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1046 * separate race and class; this actually changes the RACE,
958 * not the class. 1047 * not the class.
959 */ 1048 */
960 1049
1050int
961int key_change_class(object *op, char key) 1051key_change_class (object *op, char key)
962{ 1052{
963 int tmp_loop; 1053 int tmp_loop;
964 1054
965 if(key=='q'||key=='Q') { 1055 if (key == 'q' || key == 'Q')
1056 {
966 remove_ob(op); 1057 remove_ob (op);
967 play_again(op); 1058 play_again (op);
968 return 0; 1059 return 0;
969 } 1060 }
970 if(key=='d'||key=='D') { 1061 if (key == 'd' || key == 'D')
1062 {
971 char buf[MAX_BUF]; 1063 char buf[MAX_BUF];
972 1064
973 /* this must before then initial items are given */ 1065 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1066 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1068
977 INVOKE_PLAYER (BIRTH, op->contr); 1069 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1070 INVOKE_PLAYER (LOGIN, op->contr);
979 1071
980 op->contr->state=ST_PLAYING; 1072 op->contr->state = ST_PLAYING;
981 1073
982 if (op->msg) { 1074 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1075 op->msg = NULL;
985 }
986 1076
987 /* We create this now because some of the unique maps will need it 1077 /* We create this now because some of the unique maps will need it
988 * to save here. 1078 * to save here.
989 */ 1079 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1081 make_path_to_file (buf);
992 1082
993#ifdef AUTOSAVE 1083#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1084 op->contr->last_save_tick = pticks;
995#endif 1085#endif
996 start_info(op); 1086 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1087 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1088 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1089 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1090 esrv_send_inventory (op, op);
1001 fix_player(op); 1091 fix_player (op);
1002 1092
1003 /* This moves the player to a different start map, if there 1093 /* This moves the player to a different start map, if there
1004 * is one for this race 1094 * is one for this race
1005 */ 1095 */
1006 if(*first_map_ext_path) { 1096 if (*first_map_ext_path)
1097 {
1007 object *tmp; 1098 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1099 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1100
1011 first_map_ext_path, op->arch->name); 1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1102 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1103 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1104 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1105 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1106 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1107 * if the map isn't there, then stay on the
1018 * default initial map */ 1108 * default initial map */
1019 free_object(tmp); 1109 free_object (tmp);
1110 }
1020 } else { 1111 else
1112 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1113 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1114 }
1023 return 0; 1115 return 0;
1024 } 1116 }
1025 1117
1026 /* Following actually changes the race - this is the default command 1118 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1119 * if we don't match with one of the options above.
1028 */ 1120 */
1029 1121
1030 tmp_loop = 0; 1122 tmp_loop = 0;
1031 while(!tmp_loop) { 1123 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1124 {
1125 shstr name = op->name;
1033 int x = op->x, y = op->y; 1126 int x = op->x, y = op->y;
1127
1034 remove_statbonus(op); 1128 remove_statbonus (op);
1035 remove_ob (op); 1129 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1130 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1131 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1132 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1133 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1134 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; 1135 op->x = x;
1045 op->y = y; 1136 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1137 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1138 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1139 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1140 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1141 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1142 }
1143
1055 update_object(op,UP_OBJ_FACE); 1144 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1145 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1146 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1147 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1148 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1149 op->stats.grace = 0;
1150
1061 if (op->msg) 1151 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1154 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; 1155 return 0;
1065} 1156}
1066 1157
1158int
1067int key_confirm_quit(object *op, char key) 1159key_confirm_quit (object *op, char key)
1068{ 1160{
1069 char buf[MAX_BUF]; 1161 char buf[MAX_BUF];
1070 1162
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1072 op->contr->state=ST_PLAYING; 1165 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1167 return 1;
1075 } 1168 }
1076 1169
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1170 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1171 INVOKE_PLAYER (QUIT, op->contr);
1079 1172
1080 terminate_all_pets(op); 1173 terminate_all_pets (op);
1081 leave_map(op); 1174 leave_map (op);
1082 op->direction=0; 1175 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1177
1086 strcpy(op->contr->killer,"quit"); 1178 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1179 check_score (op);
1088 op->contr->party=NULL; 1180 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1181 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1182 op->contr->own_title[0] = '\0';
1091 1183
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1093 mapstruct *mp, *next; 1186 maptile *mp, *next;
1094 1187
1095 /* We need to hunt for any per player unique maps in memory and 1188 /* 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, 1189 * 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 1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1191 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1101 next = mp->next; 1195 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1196 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1197 delete_map (mp);
1104 }
1105 1198 }
1199
1106 delete_character(op->name, 1); 1200 delete_character (op->name, 1);
1107 } 1201 }
1202
1108 play_again(op); 1203 play_again (op);
1109 return 1; 1204 return 1;
1110} 1205}
1111 1206
1207void
1112void flee_player(object *op) { 1208flee_player (object *op)
1209{
1113 int dir,diff; 1210 int dir, diff;
1114 rv_vector rv; 1211 rv_vector rv;
1115 1212
1116 if(op->stats.hp < 0) { 1213 if (op->stats.hp < 0)
1214 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1215 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1216 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1217 return;
1120 } 1218 }
1121 1219
1122 if(op->enemy==NULL) { 1220 if (op->enemy == NULL)
1221 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1222 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1223 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1224 return;
1126 } 1225 }
1127 1226
1128 /* Seen some crashes here. Since we don't store an 1227 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1228 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1229 * actual enemy, and the object is recycled.
1131 */ 1230 */
1132 if (op->enemy->map == NULL) { 1231 if (op->enemy->map == NULL)
1232 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1234 op->enemy = NULL;
1135 return; 1235 return;
1136 } 1236 }
1137 1237
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1238 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1239 {
1139 op->enemy=NULL; 1240 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1242 return;
1142 } 1243 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1244 get_rangevector (op, op->enemy, &rv, 0);
1144 1245
1145 dir=absdir(4+rv.direction); 1246 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1247 for (diff = 0; diff < 3; diff++)
1248 {
1147 int m=1-(RANDOM()&2); 1249 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1250
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1252 {
1253 return;
1254 }
1152 } 1255 }
1153 /* Cornered, get rid of scared */ 1256 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1257 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1258 op->enemy = NULL;
1156} 1259}
1157 1260
1158 1261
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1262/* 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 1263 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1264 * stop.
1162 */ 1265 */
1266int
1163int check_pick(object *op) { 1267check_pick (object *op)
1268{
1164 object *tmp, *next; 1269 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1270 int stop = 0;
1167 int j, k, wvratio; 1271 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1169 1273
1170
1171 /* if you're flying, you cna't pick up anything */ 1274 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1275 if (op->move_type & MOVE_FLYING)
1173 return 1; 1276 return 1;
1174 1277
1175 op_tag = op->count;
1176
1177 next = op->below; 1278 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1279
1181 /* loop while there are items on the floor that are not marked as 1280 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1281 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1282 while (next && !next->destroyed ())
1184 { 1283 {
1185 tmp = next; 1284 tmp = next;
1186 next = tmp->below; 1285 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1286
1190 if (was_destroyed (op, op_tag)) 1287 if (op->destroyed ())
1191 return 0; 1288 return 0;
1192 1289
1193 if ( ! can_pick (op, tmp)) 1290 if (!can_pick (op, tmp))
1194 continue; 1291 continue;
1195 1292
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1293 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1294 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1295 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1296 pick_up (op, tmp);
1200 continue; 1297 continue;
1201 } 1298 }
1202 1299
1203 /* high not bit set? We're using the old autopickup model */ 1300 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1301 if (!(op->contr->mode & PU_NEWMODE))
1302 {
1205 switch (op->contr->mode) { 1303 switch (op->contr->mode)
1304 {
1305 case 0:
1206 case 0: return 1; /* don't pick up */ 1306 return 1; /* don't pick up */
1307 case 1:
1207 case 1: pick_up (op, tmp); 1308 pick_up (op, tmp);
1208 return 1; 1309 return 1;
1310 case 2:
1209 case 2: pick_up (op, tmp); 1311 pick_up (op, tmp);
1210 return 0; 1312 return 0;
1313 case 3:
1211 case 3: return 0; /* stop before pickup */ 1314 return 0; /* stop before pickup */
1315 case 4:
1212 case 4: pick_up (op, tmp); 1316 pick_up (op, tmp);
1213 break; 1317 break;
1318 case 5:
1214 case 5: pick_up (op, tmp); 1319 pick_up (op, tmp);
1215 stop = 1; 1320 stop = 1;
1216 break; 1321 break;
1217 case 6: 1322 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1323 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); 1324 pick_up (op, tmp);
1221 break; 1325 break;
1222 1326
1223 case 7: 1327 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1328 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1329 pick_up (op, tmp);
1226 break; 1330 break;
1227 1331
1228 default: 1332 default:
1229 /* use value density */ 1333 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1334 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1335 && (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); 1336 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 } 1337 }
1262 } 1338 }
1263 } 1339 else
1340 { /* old model */
1341 /* NEW pickup handling */
1342 if (op->contr->mode & PU_DEBUG)
1343 {
1344 /* some debugging code to figure out item information */
1345 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &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); 1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1366
1266#if 0 1367#if 0
1267 /* print the flags too */ 1368 /* print the flags too */
1268 for(k=0;k<4;k++) 1369 for (k = 0; k < 4; k++)
1269 { 1370 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1372 for (j = 0; j < 32; j++)
1272 { 1373 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1375 if (!((j + 1) % 4))
1275 } 1376 fprintf (stderr, " ");
1377 }
1276 fprintf(stderr," [%d]\n", k*32); 1378 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1379 }
1278#endif 1380#endif
1279 } 1381 }
1280 /* philosophy: 1382 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1383 * 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 1384 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1385 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1386 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1387 * example.
1286 * The drawback: right now it has no frontend, so you need to 1388 * 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 1389 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1390 * convert to decimal and then 'pickup <#>
1289 */ 1391 */
1290 1392
1291 /* the first two modes are exclusive: if NOTHING we return, if 1393 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1394 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1395 * meaning if any test passes, the item gets picked up. */
1294 1396
1295 /* if mode is set to pick nothing up, return */ 1397 /* if mode is set to pick nothing up, return */
1296 1398
1297 if(op->contr->mode & PU_NOTHING) return 1; 1399 if (op->contr->mode & PU_NOTHING)
1400 return 1;
1298 1401
1299 /* if mode is set to stop when encountering objects, return */ 1402 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1403 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1404 * anything up */
1302 1405
1303 if(op->contr->mode & PU_STOP) return 0; 1406 if (op->contr->mode & PU_STOP)
1407 return 0;
1304 1408
1305 /* useful for going into stores and not losing your settings... */ 1409 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1410 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1411 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1412 if (op->contr->mode & PU_INHIBIT)
1413 return 1;
1309 1414
1310 /* prevent us from turning into auto-thieves :) */ 1415 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1416 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1417 continue;
1312 1418
1313 /* ignore known cursed objects */ 1419 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1420 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1421 continue;
1315 1422
1316 /* all food and drink if desired */ 1423 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1424 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1425 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1426 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1321 if(op->contr->mode & PU_DRINK) 1432 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 continue;
1437 }
1324 1438
1325 if(op->contr->mode & PU_POTION) 1439 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1440 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1441 {
1442 pick_up (op, tmp);
1443 continue;
1444 }
1328 1445
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1446 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1447 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1448 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1333 if(op->contr->mode & PU_SKILLSCROLL) 1454 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1455 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1336 if(op->contr->mode & PU_READABLES) 1461 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1462 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1339 1467
1340 /* wands/staves/rods/horns */ 1468 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1469 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1470 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1344 1475
1345 /* pick up all magical items */ 1476 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1477 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1478 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; } 1479 {
1480 pick_up (op, tmp);
1481 continue;
1482 }
1349 1483
1350 if(op->contr->mode & PU_VALUABLES) 1484 if (op->contr->mode & PU_VALUABLES)
1351 { 1485 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1486 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1487 {
1354 } 1488 pick_up (op, tmp);
1489 continue;
1490 }
1491 }
1355 1492
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1493 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1494 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1495 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1360 1500
1501 /* we don't forget dragon food */
1502 if (op->contr->mode & PU_FLESH)
1503 if (tmp->type == FLESH)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1361 /* bows and arrows. Bows are good for selling! */ 1509 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1510 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1511 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1365 if(op->contr->mode & PU_ARROW) 1517 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1518 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1368 1523
1369 /* all kinds of armor etc. */ 1524 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1525 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1526 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1373 if(op->contr->mode & PU_HELMET) 1532 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1533 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1376 if(op->contr->mode & PU_SHIELD) 1539 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1540 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1379 if(op->contr->mode & PU_BOOTS) 1546 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1547 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1382 if(op->contr->mode & PU_GLOVES) 1553 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1554 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559
1385 if(op->contr->mode & PU_CLOAK) 1560 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1561 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 continue;
1565 }
1388 1566
1389 /* hoping to catch throwing daggers here */ 1567 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1568 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1569 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1393 1574
1394 /* careful: chairs and tables are weapons! */ 1575 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1576 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1577 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1578 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1579 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1582 {
1402 } 1583 pick_up (op, tmp);
1584 continue;
1585 }
1586 }
1587
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1588 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1589 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1591 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1592 pick_up (op, tmp);
1593 continue;
1594 }
1595 }
1408 } 1596 }
1409 }
1410 1597
1411 /* misc stuff that's useful */ 1598 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1599 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1600 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1601 {
1602 pick_up (op, tmp);
1603 continue;
1604 }
1415 1605
1416 /* any of the last 4 bits set means we use the ratio for value 1606 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1607 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1608 if (op->contr->mode & PU_RATIO)
1419 { 1609 {
1420 /* use value density to decide what else to grab */ 1610 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1611 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1612 /* >=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 */ 1613 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1614 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1615 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1616 {
1427 pick_up(op, tmp); 1617 pick_up (op, tmp);
1428#if 0 1618#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1619 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1620 if (tmp->name != NULL)
1621 {
1431 fprintf(stderr,"%s", tmp->name); 1622 fprintf (stderr, "%s", tmp->name);
1432 } 1623 }
1624 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1625 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1626 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1628#endif
1437 continue; 1629 continue;
1630 }
1438 } 1631 }
1632 } /* the new pickup model */
1439 } 1633 }
1440 } /* the new pickup model */ 1634
1441 }
1442 return ! stop; 1635 return !stop;
1443} 1636}
1444 1637
1445/* 1638/*
1446 * Find an arrow in the inventory and after that 1639 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1640 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1641 * found object is returned.
1449 */ 1642 */
1643object *
1450object *find_arrow(object *op, const char *type) 1644find_arrow (object *op, const char *type)
1451{ 1645{
1452 object *tmp = NULL; 1646 object *tmp = NULL;
1453 1647
1454 for(op=op->inv; op; op=op->below) 1648 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1649 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); 1650 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1651 else if (op->type == ARROW && op->race == type)
1459 return op; 1652 return op;
1460 return tmp; 1653 return tmp;
1461} 1654}
1462 1655
1463/* 1656/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1657 * 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 1658 * 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 1659 * 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. 1660 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1661 */
1469 1662
1663object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1664find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1665{
1472 object *tmp = NULL, *arrow, *ntmp; 1666 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1667 int attacknum, attacktype, betterby = 0, i;
1474 1668
1475 if (!type) 1669 if (!type)
1476 return NULL; 1670 return NULL;
1477 1671
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1672 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1673 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1674 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1675 {
1481 i = 0; 1676 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1677 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1678 if (i > betterby)
1679 {
1484 tmp = ntmp; 1680 tmp = ntmp;
1485 betterby = i; 1681 betterby = i;
1486 } 1682 }
1683 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1684 else if (arrow->type == ARROW && arrow->race == type)
1685 {
1488 /* allways prefer assasination/slaying */ 1686 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1687 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1688 {
1491 if (arrow->attacktype & AT_DEATH) { 1689 if (arrow->attacktype & AT_DEATH)
1690 {
1492 *better = 100; 1691 *better = 100;
1493 return arrow; 1692 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1693 }
1498 } else { 1694 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 } 1695 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1696 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1697 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 } 1698 }
1515 } 1699 }
1700 else
1701 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 {
1704 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1707 {
1708 tmp = arrow;
1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1710 }
1711 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 {
1714 tmp = arrow;
1715 betterby = 2 + arrow->magic + arrow->stats.dam;
1716 }
1717 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1718 {
1719 tmp = arrow;
1720 betterby = 1 + arrow->magic + arrow->stats.dam;
1721 }
1516 } 1722 }
1723 }
1517 } 1724 }
1518 if (tmp == NULL && arrow == NULL) 1725 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1726 return find_arrow (op, type);
1520 1727
1521 *better = betterby; 1728 *better = betterby;
1522 return tmp; 1729 return tmp;
1523} 1730}
1524 1731
1525/* looks in a given direction, finds the first valid target, and calls 1732/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1733 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1734 * op = the shooter
1528 * type = bow->race 1735 * type = bow->race
1529 * dir = fire direction 1736 * dir = fire direction
1530 */ 1737 */
1531 1738
1739object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1740pick_arrow_target (object *op, const char *type, int dir)
1533{ 1741{
1534 object *tmp = NULL; 1742 object *tmp = NULL;
1535 mapstruct *m; 1743 maptile *m;
1536 int i, mflags, found, number; 1744 int i, mflags, found, number;
1537 sint16 x, y; 1745 sint16 x, y;
1538 1746
1539 if (op->map == NULL) 1747 if (op->map == NULL)
1540 return find_arrow(op, type); 1748 return find_arrow (op, type);
1541 1749
1542 /* do a dex check */ 1750 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1751 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))) 1752 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1753 return find_arrow (op, type);
1546 1754
1547 m = op->map; 1755 m = op->map;
1548 x = op->x; 1756 x = op->x;
1549 y = op->y; 1757 y = op->y;
1550 1758
1551 /* find the first target */ 1759 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1760 for (i = 0, found = 0; i < 20; i++)
1761 {
1553 x += freearr_x[dir]; 1762 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1763 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1764 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1765 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1766 {
1557 tmp = NULL; 1767 tmp = NULL;
1768 break;
1769 }
1770 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1771 {
1772 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1773 * perhaps a bad assumption.
1774 */
1775 tmp = NULL;
1776 break;
1777 }
1778 if (mflags & P_IS_ALIVE)
1779 {
1780 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1781 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1782 {
1783 found++;
1784 break;
1785 }
1786 if (found)
1558 break; 1787 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 } 1788 }
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 } 1789 }
1576 if (tmp == NULL) 1790 if (tmp == NULL)
1577 return find_arrow(op, type); 1791 return find_arrow (op, type);
1578 1792
1579 if (tmp->head) 1793 if (tmp->head)
1580 tmp = tmp->head; 1794 tmp = tmp->head;
1581 1795
1582 return find_better_arrow(op, tmp, type, &i); 1796 return find_better_arrow (op, tmp, type, &i);
1583} 1797}
1584 1798
1585/* 1799/*
1586 * Creature fires a bow - op can be monster or player. Returns 1800 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1801 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1804 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1805 * 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 1806 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1807 * player fire modes.
1594 */ 1808 */
1809int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1811{
1598 object *left, *bow; 1812 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1813 int bowspeed, mflags;
1601 mapstruct *m; 1814 maptile *m;
1602 1815
1603 if (!dir) { 1816 if (!dir)
1817 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1819 return 0;
1606 } 1820 }
1607 if (op->type == PLAYER) 1821 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1822 bow = op->contr->ranges[range_bow];
1609 else { 1823 else
1824 {
1610 for(bow=op->inv; bow; bow=bow->below) 1825 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1826 /* 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. 1827 * don't need to switch back and forth between bows and weapons.
1613 */ 1828 */
1614 if(bow->type==BOW) 1829 if (bow->type == BOW)
1615 break; 1830 break;
1616 1831
1617 if (!bow) { 1832 if (!bow)
1833 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1835 return 0;
1620 } 1836 }
1621 } 1837 }
1622 if( !bow->race || !bow->skill) { 1838 if (!bow->race || !bow->skill)
1839 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1841 return 0;
1625 } 1842 }
1626 1843
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1845
1629 /* penalize ROF for bestarrow */ 1846 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1849 if (bowspeed < 1)
1633 bowspeed = 1; 1850 bowspeed = 1;
1634 1851
1635 if (arrow == NULL) { 1852 if (arrow == NULL)
1853 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1854 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 {
1637 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1857 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 */ 1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1859 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1860 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1861 return 0;
1644 } 1862 }
1645 } 1863 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1865 if (mflags & P_OUT_OF_MAP)
1866 {
1648 return 0; 1867 return 0;
1649 } 1868 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1872 return 0;
1653 } 1873 }
1654 1874
1655 /* this should not happen, but sometimes does */ 1875 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1876 if (arrow->nrof == 0)
1877 {
1657 remove_ob(arrow); 1878 remove_ob (arrow);
1658 free_object(arrow); 1879 free_object (arrow);
1659 return 0; 1880 return 0;
1660 } 1881 }
1661 1882
1662 left = arrow; /* these are arrows left to the player */ 1883 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1884 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1888 return 0;
1669 } 1889 }
1670 set_owner(arrow, op); 1890 set_owner (arrow, op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1891 arrow->skill = bow->skill;
1673 1892
1674 arrow->direction=dir; 1893 arrow->direction = dir;
1675 arrow->x = sx; 1894 arrow->x = sx;
1676 arrow->y = sy; 1895 arrow->y = sy;
1677 1896
1678 if (op->type == PLAYER) { 1897 if (op->type == PLAYER)
1898 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1900 fix_player (op);
1681 } 1901 }
1682 1902
1683 SET_ANIMATION(arrow, arrow->direction); 1903 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1905 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1906 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1907 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1908 arrow->spellarg = strdup_local (arrow->slaying);
1689 1909
1690 /* Note that this was different for monsters - they got their level 1910 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1911 * added to the damage. I think the strength bonus is more proper.
1692 */ 1912 */
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 1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1698 /* update the speed */ 1916 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1918 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 1919
1704 if (arrow->speed < 1.0) 1920 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1921 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1922 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1923 arrow->speed_left = 0;
1708 1924
1709 if (op->type == PLAYER) { 1925 if (op->type == PLAYER)
1926 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1929 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 1930
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1932 }
1933 else
1934 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1935 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; 1936 arrow->level = op->level;
1721 } 1937 }
1938
1722 if (arrow->attacktype == AT_PHYSICAL) 1939 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1940 arrow->attacktype |= bow->attacktype;
1941
1724 if (bow->slaying != NULL) 1942 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1943 arrow->slaying = bow->slaying;
1726 1944
1727 arrow->map = m; 1945 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1946 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1948
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1949 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); 1950 insert_ob_in_map (arrow, m, op, 0);
1734 1951
1735 if (!was_destroyed(arrow, tag)) 1952 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1953 move_arrow (arrow);
1737 1954
1738 if (op->type == PLAYER) { 1955 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1956 {
1957 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1958 esrv_del_item (op->contr, left->count);
1741 else 1959 else
1742 esrv_send_item(op, left); 1960 esrv_send_item (op, left);
1743 } 1961 }
1962
1744 return 1; 1963 return 1;
1745} 1964}
1746 1965
1747/* Special fire code for players - this takes into 1966/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1967 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1968 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1969 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1970 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1971 * hence the function name.
1753 */ 1972 */
1973int
1754int player_fire_bow(object *op, int dir) 1974player_fire_bow (object *op, int dir)
1755{ 1975{
1756 int ret=0, wcmod=0; 1976 int ret = 0, wcmod = 0;
1757 1977
1758 if (op->contr->bowtype == bow_bestarrow) { 1978 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1979 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1980 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); 1981 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1985 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1987 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1988 else if (op->contr->bowtype == bow_threewide)
1989 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1990 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)]); 1991 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)]); 1992 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1993 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1994 else if (op->contr->bowtype == bow_spreadshot)
1995 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1996 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); 1997 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); 1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1999
1776 } else { 2000 }
2001 else
2002 {
1777 /* Simple case */ 2003 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2005 }
1780 return ret; 2006 return ret;
1781} 2007}
1782 2008
1783 2009
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2010/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2011 * Broken apart from 'fire' to keep it more readable.
1786 */ 2012 */
2013void
1787void fire_misc_object(object *op, int dir) 2014fire_misc_object (object *op, int dir)
1788{ 2015{
1789 object *item; 2016 object *item;
1790 2017
1791 if (!op->contr->ranges[range_misc]) { 2018 if (!op->contr->ranges[range_misc])
2019 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2021 return;
1794 } 2022 }
1795 2023
1796 item = op->contr->ranges[range_misc]; 2024 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2025 if (!item->inv)
2026 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2027 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2028 return;
1800 } 2029 }
1801 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1802 if(item->stats.food<=0) { 2032 if (item->stats.food <= 0)
2033 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2034 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)); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2036 return;
1806 } 2037 }
2038 }
1807 } else if (item->type == ROD || item->type==HORN) { 2039 else if (item->type == ROD || item->type == HORN)
2040 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2044 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)); 2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2046 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2047 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; 2048 return;
1817 } 2049 }
1818 } 2050 }
1819 2051
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2052 if (cast_spell (op, item, dir, item->inv, NULL))
2053 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2054 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2055 if (item->type == WAND)
2056 {
1823 if (!(--item->stats.food)) { 2057 if (!(--item->stats.food))
2058 {
1824 object *tmp; 2059 object *tmp;
2060
1825 if (item->arch) { 2061 if (item->arch)
2062 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2063 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2064 item->face = item->arch->clone.face;
1828 item->speed = 0; 2065 item->speed = 0;
1829 update_ob_speed(item); 2066 update_ob_speed (item);
1830 } 2067 }
1831 if ((tmp=is_player_inv(item))) 2068 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2069 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2070 }
1834 } 2071 }
1835 else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1836 drain_rod_charge(item); 2074 drain_rod_charge (item);
1837 } 2075 }
1838 } 2076 }
1839} 2077}
1840 2078
1841/* Received a fire command for the player - go and do it. 2079/* Received a fire command for the player - go and do it.
1842 */ 2080 */
2081void
1843void fire(object *op,int dir) { 2082fire (object *op, int dir)
2083{
1844 int spellcost=0; 2084 int spellcost = 0;
1845 2085
1846 /* check for loss of invisiblity/hide */ 2086 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2087 if (action_makes_visible (op))
2088 make_visible (op);
1848 2089
1849 switch(op->contr->shoottype) { 2090 switch (op->contr->shoottype)
2091 {
1850 case range_none: 2092 case range_none:
2093 return;
2094
2095 case range_bow:
2096 player_fire_bow (op, dir);
2097 return;
2098
2099 case range_magic: /* Casting spells */
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2101 return;
2102
2103 case range_misc:
2104 fire_misc_object (op, dir);
2105 return;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2122 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 } 2123 }
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); 2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
1887 default: 2129 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2131 return;
1890 } 2132 }
1891} 2133}
1892 2134
1893 2135
1894 2136
1901 * inv is the objects inventory to searched 2143 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2144 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2145 * This function can be called recursively to search containers.
1904 */ 2146 */
1905 2147
2148object *
1906object * find_key(object *pl, object *container, object *door) 2149find_key (object *pl, object *container, object *door)
1907{ 2150{
1908 object *tmp,*key; 2151 object *tmp, *key;
1909 2152
1910 /* Should not happen, but sanity checking is never bad */ 2153 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2154 if (container->inv == NULL)
2155 return NULL;
1912 2156
1913 /* First, lets try to find a key in the top level inventory */ 2157 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2159 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2160 if (door->type == DOOR && tmp->type == KEY)
2161 break;
1916 /* For sanity, we should really check door type, but other stuff 2162 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2163 * (like containers) can be locked with special keys
1918 */ 2164 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2166 break;
1921 } 2167 }
1922 /* No key found - lets search inventories now */ 2168 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2169 /* 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 2170 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2171 * a key, return
1926 */ 2172 */
1927 if (!tmp) { 2173 if (!tmp)
2174 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2176 {
1929 /* No reason to search empty containers */ 2177 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2178 if (tmp->type == CONTAINER && tmp->inv)
2179 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2180 if ((key = find_key (pl, tmp, door)) != NULL)
2181 return key;
1932 } 2182 }
1933 } 2183 }
2184 if (!tmp)
1934 if (!tmp) return NULL; 2185 return NULL;
1935 } 2186 }
1936 /* We get down here if we have found a key. Now if its in a container, 2187 /* 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 2188 * see if we actually want to use it
1938 */ 2189 */
1939 if (pl!=container) { 2190 if (pl != container)
2191 {
1940 /* Only let players use keys in containers */ 2192 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2193 if (!pl->contr)
2194 return NULL;
1942 /* cases where this fails: 2195 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2196 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2197 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2198 * If the container is not active, return now since only active
1946 * containers can be used. 2199 * containers can be used.
1947 * If we only search keyrings and the container does not have 2200 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2201 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2202 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2203 * inv must have been an container and must have been active.
1951 * 2204 *
1952 * Change the color so that the message doesn't disappear with 2205 * Change the color so that the message doesn't disappear with
1953 * all the others. 2206 * all the others.
1954 */ 2207 */
1955 if (pl->contr->usekeys == key_inventory || 2208 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2209 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2210 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2211 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2213 "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; 2214 return NULL;
1964 } 2215 }
1965 } 2216 }
1966 return tmp; 2217 return tmp;
1967} 2218}
1968 2219
1969/* moved door processing out of move_player_attack. 2220/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2221 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2222 * such that the caller should not do anything more,
1972 * 0 otherwise 2223 * 0 otherwise
1973 */ 2224 */
2225static int
1974static int player_attack_door(object *op, object *door) 2226player_attack_door (object *op, object *door)
1975{ 2227{
1976 2228
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2229 /* 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 - 2230 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2231 * otherwise, we fall through to the rest of the code.
1980 */ 2232 */
1981 object *key=find_key(op, op, door); 2233 object *key = find_key (op, op, door);
1982 2234
1983 /* IF we found a key, do some extra work */ 2235 /* IF we found a key, do some extra work */
1984 if (key) { 2236 if (key)
2237 {
1985 object *container=key->env; 2238 object *container = key->env;
1986 2239
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2241 if (action_makes_visible (op))
2242 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2245 if (door->type == DOOR)
2246 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2248 }
1993 else if(door->type==LOCKED_DOOR) { 2249 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2250 {
1995 "You open the door with the %s", query_short_name(key)); 2251 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 ;-) */ 2252 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2253 }
1998 /* Do this after we print the message */ 2254 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2255 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2256 /* Need to update the weight the container the key was in */
2001 if (container != op) 2257 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2258 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2259 return 1; /* Nothing more to do below */
2260 }
2004 } else if (door->type==LOCKED_DOOR) { 2261 else if (door->type == LOCKED_DOOR)
2262 {
2005 /* Might as well return now - no other way to open this */ 2263 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2265 return 1;
2008 } 2266 }
2009 return 0; 2267 return 0;
2010} 2268}
2011 2269
2012/* This function is just part of a breakup from move_player. 2270/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2271 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2272 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2273 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2274 * going to try and move (not fire weapons).
2017 */ 2275 */
2018 2276
2277void
2019void move_player_attack(object *op, int dir) 2278move_player_attack (object *op, int dir)
2020{ 2279{
2021 object *tmp, *mon; 2280 object *tmp, *mon;
2022 sint16 nx, ny; 2281 sint16 nx, ny;
2023 int on_battleground; 2282 int on_battleground;
2024 mapstruct *m; 2283 maptile *m;
2025 2284
2026 nx=freearr_x[dir]+op->x; 2285 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2286 ny = freearr_y[dir] + op->y;
2028 2287
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2288 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2289
2031 /* If braced, or can't move to the square, and it is not out of the 2290 /* 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 2291 * 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 2292 * 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 2293 * 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 2294 * 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 2295 * 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 2296 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2297 * move_ob uses.
2039 */ 2298 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2311 {
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");*/ 2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space
2321 */
2322 while (tmp != NULL)
2323 {
2324 if (tmp == op)
2325 {
2326 tmp = tmp->above;
2327 continue;
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp;
2333 break;
2334 }
2335
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */
2343 return; /* into a wall */
2344
2345 if (mon->head != NULL)
2346 mon = mon->head;
2347
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon))
2350 return;
2351
2352 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them.
2358 */
2359
2360 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive.
2363 */
2364 if ((op->type == PLAYER)
2365#if COZY_SERVER
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2369#else
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 {
2374 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced)
2049 return; 2376 return;
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op);
2381 return;
2050 } 2382 }
2051 2383
2052 mon = NULL; 2384 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2385 * 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. 2386 * 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 2387 * attack them either.
2056 * on the space
2057 */ 2388 */
2058 while (tmp!=NULL) { 2389 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2391#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2392 (op->contr->peaceful
2393 || (mon->type == PLAYER
2394 && mon->contr->
2395 peaceful)) &&
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 {
2401 if (!op->contr->braced)
2402 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op);
2062 } 2405 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2406 else
2064 mon = tmp; 2407 {
2065 break; 2408 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2409 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2410 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2411 make_visible (op);
2069 tmp=tmp->above; 2412 }
2413
2414 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced.
2416 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2418 {
2071 2419 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2420 if (action_makes_visible (op))
2073 return; /* into a wall */ 2421 make_visible (op);
2422 }
2074 2423
2075 if(mon->head != NULL) 2424 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2425 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen.
2429 */
2077 2430
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 {
2080 2434
2081 /* The following deals with possibly attacking peaceful 2435 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2436 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2437 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2438 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2439 */
2088 2440 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 )) { 2441 {
2129 if (!op->contr->braced) { 2442 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2443
2131 (void) push_ob(mon,dir,op); 2444 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 } 2445 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2446
2138 /* If the object is a boulder or other rollable object, then 2447 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 2448
2146 /* Any generic living creature. Including things like doors. 2449 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2450 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2451 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2452 * 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 */ 2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2162 if (!op->contr->has_hit) { 2458 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2459 skill_attack (op, mon, 0, NULL, NULL);
2164 2460 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2461 }
2167 2462 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2463 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 } 2464 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2465 } /* if player should attack something */
2185} 2466}
2186 2467
2468int
2187int move_player(object *op,int dir) { 2469move_player (object *op, int dir)
2470{
2188 int pick; 2471 int pick;
2189 2472
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2473 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; 2474 return 0;
2475
2476 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9))
2478 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0;
2481 }
2482
2483 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486
2487 op->facing = dir;
2488
2489 if (op->hide)
2490 do_hidden_move (op);
2491
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ;
2494 else if (op->contr->fire_on)
2495 fire (op, dir);
2496 else
2497 {
2498 move_player_attack (op, dir);
2499 pick = check_pick (op);
2500 }
2501
2502 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing.
2504 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir;
2508 }
2509 else
2510 {
2511 op->direction = 0;
2512 }
2513 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities
2515 * for players.
2516 */
2517 animate_object (op, op->facing);
2518 return 0;
2231} 2519}
2232 2520
2233/* This is similar to handle_player, below, but is only used by the 2521/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2522 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2523 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2524 * the new speed values for commands.
2237 * 2525 *
2238 * Returns true if there are more actions we can do. 2526 * Returns true if there are more actions we can do.
2239 */ 2527 */
2528int
2240int handle_newcs_player(object *op) 2529handle_newcs_player (object *op)
2241{ 2530{
2242 if (op->contr->hidden) { 2531 if (op->contr->hidden)
2532 {
2243 op->invisible = 1000; 2533 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2534 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2535 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2536 * alternate it here for it to work correctly.
2247 */ 2537 */
2248 if (pticks & 2) op->invisible--; 2538 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2252 if(!op->invisible) { 2544 if (!op->invisible)
2545 {
2253 make_visible(op); 2546 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2548 }
2256 } 2549 }
2257 2550
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2551 if (QUERY_FLAG (op, FLAG_SCARED))
2552 {
2259 flee_player(op); 2553 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2554 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 {
2262 op->speed_left--; 2557 op->speed_left--;
2263 return 0; 2558 return 0;
2264 } 2559 }
2265 } 2560 }
2266 2561
2267 /* I've been seeing crashes where the golem has been destroyed, but 2562 /* 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 2563 * 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 2564 * 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. 2565 * put this in a a workaround to clean up the golem pointer.
2271 */ 2566 */
2272 if (op->contr->ranges[range_golem] && 2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2568 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2569
2279 /* call this here - we also will call this in do_ericserver, but 2570 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2571 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2572 * called, so we recheck it here.
2282 */ 2573 */
2283 HandleClient(&op->contr->socket, op->contr); 2574 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2575 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; 2576 return 0;
2299}
2300 2577
2301int save_life(object *op) { 2578 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2303 2582
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction);
2588 if (op->speed_left > 0)
2589 return 1;
2590 else
2305 return 0; 2591 return 0;
2592 }
2593 return 0;
2594}
2306 2595
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2596int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2597save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2598{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2599 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2600
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); 2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2602 return 0;
2603
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2609 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp);
2612 free_object (tmp);
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp;
2616 if (op->stats.food < 0)
2617 op->stats.food = 999;
2618 fix_player (op);
2619 return 1;
2620 }
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */
2624 return 0;
2329} 2625}
2330 2626
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2627/* 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 2628 * 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 2629 * function will descend into containers. op is the object to start the search
2334 * from. 2630 * from.
2335 */ 2631 */
2632void
2336void remove_unpaid_objects(object *op, object *env) 2633remove_unpaid_objects (object *op, object *env)
2337{ 2634{
2338 object *next; 2635 object *next;
2339 2636
2340 while (op) { 2637 while (op)
2638 {
2341 next=op->below; /* Make sure we have a good value, in case 2639 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2640 * we remove object 'op'
2343 */ 2641 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2642 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 {
2345 remove_ob(op); 2644 remove_ob (op);
2346 op->x = env->x; 2645 op->x = env->x;
2347 op->y = env->y; 2646 op->y = env->y;
2348 if (env->type == PLAYER) 2647 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2648 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2649 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2650 }
2651 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2652 remove_unpaid_objects (op->inv, env);
2353 op=next; 2653 op = next;
2354 } 2654 }
2355} 2655}
2356 2656
2357 2657
2358/* 2658/*
2360 * Moved from apply.c to player.c - player.c is what 2660 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2661 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2662 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2663 * but there isn't one in the server directory.
2364 */ 2664 */
2665char *
2365char *gravestone_text (object *op) 2666gravestone_text (object *op)
2366{ 2667{
2367 static char buf2[MAX_BUF]; 2668 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2669 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2670 time_t now = time (NULL);
2370 2671
2371 strcpy (buf2, " R.I.P.\n\n"); 2672 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2673 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2675 else
2375 sprintf (buf, "%s\n", op->name); 2676 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2678 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2679 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2680 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2681 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2682 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2683 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2684 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2685 if (op->type == PLAYER)
2686 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2687 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2688 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2689 strcat (buf2, buf);
2388 } 2690 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2692 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2693 strcat (buf2, buf);
2392 return buf2; 2694 return buf2;
2393} 2695}
2394 2696
2395 2697
2396 2698
2699void
2397void do_some_living(object *op) { 2700do_some_living (object *op)
2701{
2398 int last_food=op->stats.food; 2702 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2703 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2704 int over_hp, over_sp, over_grace;
2401 int i; 2705 int i;
2402 int rate_hp = 1200; 2706 int rate_hp = 1200;
2403 int rate_sp = 2500; 2707 int rate_sp = 2500;
2404 int rate_grace = 2000; 2708 int rate_grace = 2000;
2405 const int max_hp = 1; 2709 const int max_hp = 1;
2406 const int max_sp = 1; 2710 const int max_sp = 1;
2407 const int max_grace = 1; 2711 const int max_grace = 1;
2408 2712
2409 if (op->contr->outputs_sync) { 2713 if (op->contr->outputs_sync)
2714 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2716 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]); 2717 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2718 }
2415 2719
2416 if(op->contr->state==ST_PLAYING) { 2720 if (op->contr->state == ST_PLAYING)
2721 {
2417 2722
2418 /* these next three if clauses make it possible to SLOW DOWN 2723 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2724 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2725 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2727 else
2728 {
2423 gen_hp = op->stats.maxhp; 2729 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2731 }
2426 if(op->contr->gen_sp >= 0 ) 2732 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2734 else
2735 {
2429 gen_sp = op->stats.maxsp; 2736 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2738 }
2432 if(op->contr->gen_grace >= 0) 2739 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2741 else
2742 {
2435 gen_grace = op->stats.maxgrace; 2743 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2745 }
2438 2746
2439 /* Regenerate Spell Points */ 2747 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2750 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) { 2751 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2752 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2753 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2754 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2756 {
2757 op->stats.food--;
2758 if (op->contr->digestion < 0)
2759 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food;
2463 } 2762 }
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 } 2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2487 } else { 2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789
2790 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0)
2793 {
2794 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */
2796 if (max_grace > 1)
2797 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0)
2800 {
2801 op->stats.sp += over_grace
2802 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2803 op->last_grace = 0;
2804 }
2805 else
2806 {
2807 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2808 }
2809 }
2810 else
2811 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2813 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2814 /* wearing stuff doesn't detract from grace generation. */
2491 } 2815 }
2492 2816
2493 /* Regenerate Hit Points */ 2817 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2818 if (--op->last_heal < 0)
2819 {
2495 if(op->stats.hp<op->stats.maxhp) { 2820 if (op->stats.hp < op->stats.maxhp)
2821 {
2496 op->stats.hp++; 2822 op->stats.hp++;
2497 /* dms do not consume food */ 2823 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2824 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2825 {
2826 op->stats.food--;
2500 if(op->contr->digestion<0) 2827 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2828 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2829 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; 2830 op->stats.food = last_food;
2831 }
2832 }
2833 if (max_hp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 {
2838 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2839 op->last_heal = 0;
2840 }
2841 else
2842 {
2843 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 }
2845 }
2846 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 }
2505 } 2850 }
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 2851
2521 /* Digestion */ 2852 /* Digestion */
2522 if(--op->last_eat<0) { 2853 if (--op->last_eat < 0)
2854 {
2523#ifdef COZY_SERVER 2855#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2858#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2859 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 2860#endif
2531 2861
2532 if(op->contr->gen_hp > 0) 2862 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2864 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2866 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2867 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2868 op->stats.food--;
2869 }
2539 } 2870 }
2540 2871
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2873 {
2542 object *tmp, *flesh=NULL; 2874 object *tmp, *flesh = NULL;
2543 2875
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2877 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2883 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2884 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2885 break;
2551 } 2886 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2887 else if (tmp->type == FLESH)
2888 flesh = tmp;
2553 } /* End if paid for object */ 2889 } /* End if paid for object */
2554 } /* end of for loop */ 2890 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2891 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2892 * eat flesh instead.
2557 */ 2893 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2897 manual_apply (op, flesh, 0);
2561 } 2898 }
2562 } /* end if player is starving */ 2899 } /* end if player is starving */
2563 2900
2564 while(op->stats.food<0&&op->stats.hp>0) 2901 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2902 op->stats.food++, op->stats.hp--;
2566 2903
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2905 kill_player (op);
2569} 2906}
2570 2907
2571 2908
2572 2909
2573/* If the player should die (lack of hp, food, etc), we call this. 2910/* 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 2911 * 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 2912 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2913 * file.
2577 */ 2914 */
2915void
2578void kill_player(object *op) 2916kill_player (object *op)
2579{ 2917{
2580 char buf[MAX_BUF]; 2918 char buf[MAX_BUF];
2581 int x,y,i; 2919 int x, y;
2920
2921 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2922 maptile *map; /* this is for resurrection */
2923
2583 int z; 2924 /* int z;
2584 int num_stats_lose; 2925 int num_stats_lose;
2585 int lost_a_stat; 2926 int lost_a_stat;
2586 int lose_this_stat; 2927 int lose_this_stat;
2587 int this_stat; 2928 int this_stat; */
2588 int will_kill_again; 2929 int will_kill_again;
2589 archetype *at; 2930 archetype *at;
2590 object *tmp; 2931 object *tmp;
2591 2932
2592 if(save_life(op)) 2933 if (save_life (op))
2593 return; 2934 return;
2594 2935
2595 2936
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2937 /* 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. 2938 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2939 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2940 */
2600 if (op_on_battleground(op, &x, &y)) { 2941 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2942 {
2602 "You have been defeated in combat!"); 2943 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, 2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2945
2605
2606 /* restore player */ 2946 /* restore player */
2607 at = find_archetype("poisoning"); 2947 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2948 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2949 if (tmp)
2950 {
2610 remove_ob(tmp); 2951 remove_ob (tmp);
2611 free_object(tmp); 2952 free_object (tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2954 }
2614 2955
2615 at = find_archetype("confusion"); 2956 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2957 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2958 if (tmp)
2959 {
2618 remove_ob(tmp); 2960 remove_ob (tmp);
2619 free_object(tmp); 2961 free_object (tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2963 }
2622 2964
2623 cure_disease(op,0); /* remove any disease */ 2965 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2967 if (op->stats.food <= 0)
2626 2968 op->stats.food = 999;
2969
2627 /* create a bodypart-trophy to make the winner happy */ 2970 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2971 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2972 if (tmp != NULL)
2630 { 2973 {
2631 sprintf(buf,"%s's finger",op->name); 2974 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2975 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2976 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2977 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2979 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2980 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2981 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2983 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2984 }
2985
2644 /* teleport defeated player to new destination*/ 2986 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2987 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2988 op->contr->braced = 0;
2647 return; 2989 return;
2648 } 2990 }
2649 2991
2650 INVOKE_PLAYER (DEATH, op->contr); 2992 INVOKE_PLAYER (DEATH, op->contr);
2651 2993
2652 command_kill_pets (op, 0); 2994 command_kill_pets (op, 0);
2653 2995
2654 if(op->stats.food<0) { 2996 if (op->stats.food < 0)
2997 {
2655 if (op->contr->explore) { 2998 if (op->contr->explore)
2999 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3000 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..."); 3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 3002 op->stats.food = 999;
2659 return; 3003 return;
2660 } 3004 }
2661 sprintf(buf,"%s starved to death.",op->name); 3005 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 3006 strcpy (op->contr->killer, "starvation");
3007 }
3008 else
2663 } 3009 {
2664 else {
2665 if (op->contr->explore) { 3010 if (op->contr->explore)
3011 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3012 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..."); 3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3014 op->stats.hp = op->stats.maxhp;
2669 return; 3015 return;
2670 } 3016 }
2671 sprintf(buf,"%s died.",op->name); 3017 sprintf (buf, "%s died.", &op->name);
2672 } 3018 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3020
2675 /* save the map location for corpse, gravestone*/ 3021 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
2677 3025
2678 3026
2679 if (settings.not_permadeth == TRUE) { 3027 if (settings.not_permadeth == TRUE)
3028 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3029 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3030 * 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. 3031 * See the config.h file for a little more in depth detail about this.
2683 */ 3032 */
2684 3033
2685 /* Basically two ways to go - remove a stat permanently, or just 3034 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3035 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3036 * of death.
2688 */ 3037 */
2689#ifndef COZY_SERVER 3038#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3039 if (settings.balanced_stat_loss)
3040 {
2691 /* If stat loss is permanent, lose one stat only. */ 3041 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3042 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3043 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3044 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3045 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3046 little bit harder. */
2697 /* GD */ 3047 /* GD */
2698 if (settings.stat_loss_on_death) 3048 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; 3049 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else
2704 } 3054 {
3055 num_stats_lose = 1;
3056 }
2705 lost_a_stat = 0; 3057 lost_a_stat = 0;
2706 3058
2707 for (z=0; z<num_stats_lose; z++) { 3059 for (z = 0; z < num_stats_lose; z++)
3060 {
2708 i = RANDOM() % NUM_STATS; 3061 i = RANDOM () % NUM_STATS;
2709 3062
2710 if (settings.stat_loss_on_death) { 3063 if (settings.stat_loss_on_death)
3064 {
2711 /* Pick a random stat and take a point off it. Tell the player 3065 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3066 * what he lost.
2713 */ 3067 */
2714 change_attr_value(&(op->stats), i,-1); 3068 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3069 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3070 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3071 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3073 lost_a_stat = 1;
3074 }
2720 } else { 3075 else
3076 {
2721 /* deplete a stat */ 3077 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3078 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3079 object *dep;
2724 3080
2725 dep = present_arch_in_ob(deparch,op); 3081 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3082 if (!dep)
3083 {
2727 dep = arch_to_object(deparch); 3084 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3085 insert_ob_in_ob (dep, op);
2729 } 3086 }
2730 lose_this_stat = 1; 3087 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3088 if (settings.balanced_stat_loss)
3089 {
2732 /* GD */ 3090 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3091 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3092 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3093 if (this_stat < 0)
3094 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3096 int keep_chance = this_stat * this_stat;
3097
2738 /* Yes, I am paranoid. Sue me. */ 3098 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3099 if (keep_chance < 1)
2740 keep_chance = 1; 3100 keep_chance = 1;
2741 3101
2742 /* There is a maximum depletion total per level. */ 3102 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3112 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", 3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3114 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3115 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3116 }
2755 } 3117 }
2756 } 3118 }
2757 3119
2758 if (lose_this_stat) { 3120 if (lose_this_stat)
3121 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3122 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3123 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3124 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3125 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3126 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3127 * difference.
2765 */ 3128 */
2766 if (this_stat>=-50) { 3129 if (this_stat >= -50)
3130 {
2767 change_attr_value(&(dep->stats), i, -1); 3131 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3132 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3134 fix_player (op);
2771 lost_a_stat = 1; 3135 lost_a_stat = 1;
2772 } 3136 }
2773 } 3137 }
2774 } 3138 }
2775 } 3139 }
2776 /* If no stat lost, tell the player. */ 3140 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3141 if (!lost_a_stat)
2778 { 3142 {
2779 /* determine_god() seems to not work sometimes... why is this? 3143 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3144 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3145 const char *god = determine_god (op);
3146
2782 if (god && (strcmp(god, "none"))) 3147 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3148 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 3149 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3150 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."); 3151 }
3152#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif
3155
3156 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone.
3158 */
3159 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0);
3168
3169 /**************************************/
3170 /* */
3171 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */
3174 /* */
3175 /**************************************/
3176
3177 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */
3179 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op);
3181 if (tmp)
3182 {
3183 remove_ob (tmp);
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 }
3187
3188 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op);
3190 if (tmp)
3191 {
3192 remove_ob (tmp);
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 }
3196
3197 cure_disease (op, 0); /* remove any disease */
3198
3199 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100)
3202 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206
3207 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if
3209 * the player has any unpaid items. If so, remove them and put them back
3210 * in the map.
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/
3217 /* */
3218 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */
3220 /* */
3221 /****************************************/
3222
3223 enter_player_savebed (op);
3224
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0;
3229 save_player (op, 1);
3230
3231 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player.
3235 */
3236 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype;
3240
3241 if (will_kill_again)
3242 {
3243 object *force;
3244 int at;
3245
3246 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1;
3249 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100;
3254
3255 insert_ob_in_ob (force, op);
3256 fix_player (op);
3257
3258 }
3259
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
2789 } 3311 }
2790#endif 3312 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3313 delete_character (op->name, 1);
2792 " feel a holy presence protecting you from losing yourself completely.");
2793
2794 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone.
2796 */
2797 tmp=arch_to_object(find_archetype("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name);
2799 FREE_AND_COPY(tmp->name, buf);
2800 sprintf(buf,"%s's gravestones",op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0);
2810
2811 /**************************************/
2812 /* */
2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */
2817 /**************************************/
2818
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837 3314 }
2838 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329}
3330
3331
3332void
3333loot_object (object *op)
3334{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next;
3336
3337 if (op->container)
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341
3342 for (tmp = op->inv; tmp != NULL; tmp = next)
3343 {
3344 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible)
3346 continue;
3347 remove_ob (tmp);
3348 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */
3351 loot_object (tmp);
2845 /* 3352 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */
2850
2851 if (is_in_shop (op))
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);
2868
2869 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting
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 } 3354 {
2879 if (will_kill_again) { 3355 if (tmp->nrof > 1)
2880 object *force; 3356 {
2881 int at; 3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 3358 free_object (tmp2);
2883 force=get_archetype(FORCE_NAME); 3359 insert_ob_in_map (tmp, op->map, NULL, 0);
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 } 3360 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
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 { 3361 else
2950 delete_character(op->name,1);
2951 }
2952 }
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); 3362 free_object (tmp);
3363 }
3364 else
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3365 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 } 3366 }
2997} 3367}
2998 3368
2999/* 3369/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3370 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3371 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3372 * was changed.
3003 */ 3373 */
3004 3374
3375void
3005void fix_weight(void) { 3376fix_weight (void)
3377{
3006 player *pl; 3378 player *pl;
3379
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383
3009 if(old == sum) 3384 if (old == sum)
3010 continue; 3385 continue;
3011 fix_player(pl->ob); 3386 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3388 }
3015} 3389}
3016 3390
3391void
3017void fix_luck(void) { 3392fix_luck (void)
3393{
3018 player *pl; 3394 player *pl;
3395
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3396 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3397 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3398 change_luck (pl->ob, 0);
3022} 3399}
3023 3400
3024 3401
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3402/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3403 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3404 * just treat this as any other spell casting object.
3028 */ 3405 */
3029 3406
3030void 3407void
3031cast_dust (object * op, object * throw_ob, int dir) 3408cast_dust (object *op, object *throw_ob, int dir)
3032{ 3409{
3033 object *skop, *spob; 3410 object *skop, *spob;
3034 3411
3035 skop = find_skill_by_name (op, throw_ob->skill); 3412 skop = find_skill_by_name (op, throw_ob->skill);
3036 3413
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3414 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3415 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3416 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3417 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3418 return;
3043 } 3419 }
3044 3420
3045 spob = throw_ob->inv; 3421 spob = throw_ob->inv;
3046 3422
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3423 // 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 3424 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3425 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3426 if (!spob)
3051 { 3427 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3428 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; 3429 return;
3055 } 3430 }
3056 3431
3057 if (op->type == PLAYER) 3432 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3434
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3435 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3436
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3063 remove_ob (throw_ob); 3438 remove_ob (throw_ob);
3064 free_object (throw_ob); 3439 free_object (throw_ob);
3065} 3440}
3066 3441
3442void
3067void make_visible (object *op) { 3443make_visible (object *op)
3444{
3068 op->hide = 0; 3445 op->hide = 0;
3069 op->invisible = 0; 3446 op->invisible = 0;
3070 if(op->type==PLAYER) { 3447 if (op->type == PLAYER)
3448 {
3071 op->contr->tmp_invis = 0; 3449 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3450 op->contr->invis_race = 0;
3073 } 3451 }
3074 update_object(op,UP_OBJ_FACE); 3452 update_object (op, UP_OBJ_FACE);
3075} 3453}
3076 3454
3455int
3077int is_true_undead(object *op) { 3456is_true_undead (object *op)
3457{
3078 object *tmp=NULL; 3458 object *tmp = NULL;
3079 3459
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1;
3081 3462
3082 if(op->type==PLAYER) 3463 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3086 return 0; 3468 return 0;
3087} 3469}
3088 3470
3089/* look at the surrounding terrain to determine 3471/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3472 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3473 * indicate greater hideability.
3092 */ 3474 */
3093 3475
3476int
3094int hideability(object *ob) { 3477hideability (object *ob)
3478{
3095 int i,level=0, mflag; 3479 int i, level = 0, mflag;
3096 sint16 x,y; 3480 sint16 x, y;
3097 3481
3098 if(!ob||!ob->map) return 0; 3482 if (!ob || !ob->map)
3483 return 0;
3099 3484
3100 /* so, on normal lighted maps, its hard to hide */ 3485 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3486 level = ob->map->darkness - 2;
3102 3487
3103 /* this also picks up whether the object is glowing. 3488 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3489 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3490 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3491 if (has_carried_lights (ob))
3492 level = -(10 + (2 * ob->map->darkness));
3107 3493
3108 /* scan through all nearby squares for terrain to hide in */ 3494 /* 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]) { 3495 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3496 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3497 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3498 if (mflag & P_OUT_OF_MAP)
3499 {
3500 continue;
3501 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3502 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3503 level += 2;
3114 else /* open terrain! */ 3504 else /* open terrain! */
3115 level -= 1; 3505 level -= 1;
3116 } 3506 }
3117 3507
3118#if 0 3508#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3509 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3510#endif
3121 return level; 3511 return level;
3122} 3512}
3123 3513
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3514/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3515 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3516 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3517 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3518 */
3129 3519
3520void
3130void do_hidden_move (object *op) { 3521do_hidden_move (object *op)
3522{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3524 object *skop;
3133 3525
3134 if(!op || !op->map) return; 3526 if (!op || !op->map)
3527 return;
3135 3528
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3530
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3531 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3532 if (op->type == PLAYER && op->contr->run_on)
3533 {
3140 if(!skop || num >= skop->level) { 3534 if (!skop || num >= skop->level)
3535 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3537 make_visible (op);
3143 return; 3538 return;
3539 }
3540 else
3144 } else num += 20; 3541 num += 20;
3145 } 3542 }
3146 num += op->map->difficulty; 3543 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3544 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3545 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 {
3150 make_visible(op); 3548 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3549 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3551 }
3154 else if (op->type == PLAYER && skop) { 3552 else if (op->type == PLAYER && skop)
3553 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3555 }
3157} 3556}
3158 3557
3159/* determine if who is standing near a hostile creature. */ 3558/* determine if who is standing near a hostile creature. */
3160 3559
3560int
3161int stand_near_hostile( object *who ) { 3561stand_near_hostile (object *who)
3562{
3162 object *tmp=NULL; 3563 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3564 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3565 maptile *m;
3165 sint16 x,y; 3566 sint16 x, y;
3166 3567
3167 if(!who) return 0; 3568 if (!who)
3569 return 0;
3168 3570
3169 if(who->type==PLAYER) player=1; 3571 if (who->type == PLAYER)
3572 player = 1;
3573
3574 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3575 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3576
3172 /* search adjacent squares */ 3577 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3578 for (i = 1; i < 9; i++)
3579 {
3174 x = who->x+freearr_x[i]; 3580 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3581 y = who->y + freearr_y[i];
3176 m = who->map; 3582 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3583 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3584 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3585 * blocked, don't need to check this space.
3180 */ 3586 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3587 if (mflags & P_OUT_OF_MAP)
3588 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3590 continue;
3591
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3593 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1;
3596 else if (tmp->type == PLAYER)
3597 {
3598 /*don't let a hidden DM prevent you from hiding */
3599 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3600 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 } 3601 }
3194 } 3602 }
3195 } 3603 }
3196 return 0; 3604 return 0;
3197} 3605}
3198 3606
3199/* check the player los field for viewability of the 3607/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3608 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3609 * 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. 3616 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3617 * -b.t.
3210 * This function is now map tiling safe. 3618 * This function is now map tiling safe.
3211 */ 3619 */
3212 3620
3621int
3213int player_can_view (object *pl,object *op) { 3622player_can_view (object *pl, object *op)
3623{
3214 rv_vector rv; 3624 rv_vector rv;
3215 int dx,dy; 3625 int dx, dy;
3216 3626
3217 if(pl->type!=PLAYER) { 3627 if (pl->type != PLAYER)
3628 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3629 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3630 return -1;
3220 } 3631 }
3221 if (!pl || !op) return 0; 3632 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; 3633 return 0;
3634
3635 if (op->head)
3636 {
3637 op = op->head;
3638 }
3639 get_rangevector (pl, op, &rv, 0x1);
3640
3641 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any
3643 * part that is in the los array but isnt on
3644 * a blocked los square.
3645 * we use the archetype to figure out offsets.
3646 */
3647 while (op)
3648 {
3649 dx = rv.distance_x + op->arch->clone.x;
3650 dy = rv.distance_y + op->arch->clone.y;
3651
3652 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values.
3655 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3659 return 1;
3660 op = op->more;
3661 }
3662 return 0;
3247} 3663}
3248 3664
3249/* routine for both players and monsters. We call this when 3665/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3666 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3667 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3668 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3669 * return 0.
3254 */ 3670 */
3671int
3255int action_makes_visible (object *op) { 3672action_makes_visible (object *op)
3673{
3256 3674
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3678 return 0;
3260 3679
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3680 if (op->contr && op->contr->tmp_invis == 0)
3681 return 0;
3262 3682
3263 /* If monsters, they should become visible */ 3683 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3684 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3685 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3686 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3687 return 1;
3267 } 3688 }
3268 } 3689 }
3269 return 0; 3690 return 0;
3270} 3691}
3271 3692
3272/* op_on_battleground - checks if the given object op (usually 3693/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3694 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3695 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3696 * -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 3697 * 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 3698 * 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 3699 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3700 */
3701int
3280int op_on_battleground (object *op, int *x, int *y) { 3702op_on_battleground (object *op, int *x, int *y)
3703{
3281 object *tmp; 3704 object *tmp;
3282 3705
3283 /* A battleground-tile needs the following attributes to be valid: 3706 /* 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), 3707 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3709 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3710 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3711 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3713 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3717 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3718 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3719 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3720 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3721 {
3296 object *invtmp; 3722 object *invtmp;
3723
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3724 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3725 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3727 {
3300 if (x != NULL && y != NULL) 3728 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3730 return 1;
3731 }
3303 } 3732 }
3304 } 3733 }
3305 }
3306 if (x != NULL && y != NULL) 3734 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3736 return 1;
3737 }
3309 } 3738 }
3310 }
3311 } 3739 }
3312 /* If we got here, did not find a battleground */ 3740 /* If we got here, did not find a battleground */
3313 return 0; 3741 return 0;
3314} 3742}
3315 3743
3316/* 3744/*
3320 * attributes: 3748 * attributes:
3321 * object *who the dragon player 3749 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3750 * int atnr the attack-number of the ability focus
3323 * int level ability level 3751 * int level ability level
3324 */ 3752 */
3753void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3754dragon_ability_gain (object *who, int atnr, int level)
3755{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3756 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3757 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3758 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3759 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3760 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3761 int i = 0, j = 0;
3332 3762
3333 /* get the appropriate treasurelist */ 3763 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3764 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3765 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3766 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3767 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3768 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3769 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3770 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3771 trlist = find_treasurelist ("dragon_ability_poison");
3342 3772
3343 if (trlist == NULL || who->type != PLAYER) 3773 if (trlist == NULL || who->type != PLAYER)
3774 return;
3775
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777
3778 if (tr == NULL || tr->item == NULL)
3779 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return;
3782 }
3783
3784 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone);
3786
3787 if (item->type == SPELL)
3788 {
3789 if (check_spell_known (who, item->name))
3344 return; 3790 return;
3345 3791
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3792 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3793 do_learn_spell (who, item, 0);
3348 3794 return;
3349 if (tr == NULL || tr->item == NULL) { 3795 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3796
3797 /* grant direct spell */
3798 if (item->type == SPELLBOOK)
3799 {
3800 if (!item->inv)
3801 {
3802 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3803 return;
3804 }
3805 if (check_spell_known (who, item->inv->name))
3351 return; 3806 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) { 3807 if (item->invisible)
3808 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3809 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); 3810 do_learn_spell (who, item->inv, 0);
3378 return; 3811 return;
3379 } 3812 }
3380 } 3813 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3814 else if (item->type == SKILL_TOOL && item->invisible)
3815 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3816 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3817 {
3383 3818
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3819 /* 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 3820 * 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, 3821 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3822 * but not all of them, he gets nothing.
3388 */ 3823 */
3389 if (!(skop->attacktype & item->attacktype)) { 3824 if (!(skop->attacktype & item->attacktype))
3825 {
3390 /* Give new attacktype */ 3826 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3827 skop->attacktype |= item->attacktype;
3392 3828
3393 /* always add physical if there's none */ 3829 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3830 skop->attacktype |= AT_PHYSICAL;
3395 3831
3396 if (item->msg != NULL) 3832 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3833 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3834
3399 /* Give player new face */ 3835 /* Give player new face */
3400 if (item->animation_id) { 3836 if (item->animation_id)
3837 {
3401 who->face = skop->face; 3838 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3839 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3840 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3841 who->last_anim = 0;
3405 who->state = 0; 3842 who->state = 0;
3406 animate_object(who, who->direction); 3843 animate_object (who, who->direction);
3407 } 3844 }
3408 } 3845 }
3409 } 3846 }
3410 } 3847 }
3411 else if (item->type == FORCE) { 3848 else if (item->type == FORCE)
3849 {
3412 /* forces in the treasurelist can alter the player's stats */ 3850 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3851 object *skin;
3852
3414 /* first get the dragon skin force */ 3853 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3854 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; 3855 if (skin == NULL)
3418 3856 return;
3857
3419 /* adding new spellpath attunements */ 3858 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3861 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3862
3423 /* print message */ 3863 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3864 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3865 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3866 {
3426 if(item->path_attuned & (1<<i)) { 3867 if (item->path_attuned & (1 << i))
3868 {
3427 if (j) 3869 if (j)
3428 strcat(buf," and "); 3870 strcat (buf, " and ");
3429 else 3871 else
3430 j = 1; 3872 j = 1;
3431 strcat(buf, spellpathnames[i]); 3873 strcat (buf, spellpathnames[i]);
3432 } 3874 }
3433 } 3875 }
3434 strcat(buf,"."); 3876 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3878 }
3437 3879
3438 /* evtl. adding flags: */ 3880 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3881 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3882 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3883 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3884 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3885 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3886 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3887
3446 /* print message if there is one */ 3888 /* print message if there is one */
3447 if (item->msg != NULL) 3889 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3890 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3891 }
3892 else
3449 } 3893 {
3450 else {
3451 /* generate misc. treasure */ 3894 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3895 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3896 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); 3897 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3898 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3899 esrv_send_item (who, tmp);
3457 } 3900 }
3458} 3901}
3459 3902
3460/** 3903/**
3461 * Unready an object for a player. This function does nothing if the object was 3904 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3905 * not readied.
3463 */ 3906 */
3907void
3464void player_unready_range_ob(player *pl, object *ob) { 3908player_unready_range_ob (player *pl, object *ob)
3909{
3465 rangetype i; 3910 rangetype i;
3466 3911
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913 {
3468 if (pl->ranges[i] == ob) { 3914 if (pl->ranges[i] == ob)
3915 {
3469 pl->ranges[i] = NULL; 3916 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3917 if (pl->shoottype == i)
3918 {
3471 pl->shoottype = range_none; 3919 pl->shoottype = range_none;
3472 } 3920 }
3473 } 3921 }
3474 } 3922 }
3475} 3923}

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