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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 1.35 by root, Thu Dec 14 00:01:35 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 */
341 //TODO socket copying is EVIL, do not do this
329 p->socket.inbuf.len = 0; 342 p->socket.inbuf_len = 0;
330 set_first_map(p->ob); 343 set_first_map (p->ob);
331 344
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 346 add_friendly_object (p->ob);
334 send_rules(p->ob); 347 send_rules (p->ob);
335 send_news(p->ob); 348 send_news (p->ob);
336 display_motd(p->ob); 349 display_motd (p->ob);
337 get_name(p->ob); 350 get_name (p->ob);
351
338 return 0; 352 return 0;
339} 353}
340 354
341/* 355/*
342 * get_player_archetype() return next player archetype from archetype 356 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 357 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 358 * Note: there MUST be at least one player archetype!
345 */ 359 */
360archetype *
346archetype *get_player_archetype(archetype* at) 361get_player_archetype (archetype *at)
347{ 362{
348 archetype *start = at; 363 archetype *start = at;
364
349 for (;;) { 365 for (;;)
366 {
350 if (at==NULL || at->next==NULL) 367 if (at == NULL || at->next == NULL)
351 at=first_archetype; 368 at = first_archetype;
352 else 369 else
353 at=at->next; 370 at = at->next;
354 if(at->clone.type==PLAYER) 371 if (at->clone.type == PLAYER)
355 return at; 372 return at;
356 if (at == start) { 373 if (at == start)
374 {
357 LOG (llevError, "No Player archetypes\n"); 375 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 376 exit (-1);
359 } 377 }
360 } 378 }
361} 379}
362 380
363 381
382object *
364object *get_nearest_player(object *mon) { 383get_nearest_player (object *mon)
384{
365 object *op = NULL; 385 object *op = NULL;
366 player *pl = NULL; 386 player *pl = NULL;
367 objectlink *ol; 387 objectlink *ol;
368 unsigned lastdist; 388 unsigned lastdist;
369 rv_vector rv; 389 rv_vector rv;
370 390
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
392 {
372 /* We should not find free objects on this friendly list, but it 393 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 394 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 395 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 396 * list is also free, so encapsulate this in a while loop.
376 */ 397 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
378 object *tmp=ol->ob; 400 object *tmp = ol->ob;
379 401
380 /* Can't do much more other than log the fact, because the object 402 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 403 * itself will have been cleared.
382 */ 404 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 406 ol = ol->next;
385 remove_friendly_object(tmp); 407 remove_friendly_object (tmp);
408 if (!ol)
386 if (!ol) return op; 409 return op;
387 } 410 }
388 411
389 /* Remove special check for player from this. First, it looks to cause 412 /* 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 413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 414 * 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 415 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 416 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 417 * on_same_map check, as can_detect_enemy also does this
395 */ 418 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 419 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 420 continue;
398 421
399 if(lastdist>rv.distance) { 422 if (lastdist > rv.distance)
423 {
400 op=ol->ob; 424 op = ol->ob;
401 lastdist=rv.distance; 425 lastdist = rv.distance;
402 } 426 }
403 } 427 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 428 for (pl = first_player; pl != NULL; pl = pl->next)
429 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 430 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
406 432
407 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
434 {
408 op=pl->ob; 435 op = pl->ob;
409 lastdist=rv.distance; 436 lastdist = rv.distance;
410 } 437 }
411 } 438 }
412 } 439 }
413#if 0 440#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 442#endif
416 return op; 443 return op;
417} 444}
418 445
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 446/* 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 447 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 448 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 485 * 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, 486 * 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 487 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 488 * is blocking itself.
462 */ 489 */
490int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 491path_to_player (object *mon, object *pl, unsigned mindiff)
492{
464 rv_vector rv; 493 rv_vector rv;
465 sint16 x,y; 494 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 495 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 496 maptile *m, *lastmap;
468 497
469 get_rangevector(mon, pl, &rv, 0); 498 get_rangevector (mon, pl, &rv, 0);
470 499
471 if (rv.distance<mindiff) return 0; 500 if (rv.distance < mindiff)
501 return 0;
472 502
473 x=mon->x; 503 x = mon->x;
474 y=mon->y; 504 y = mon->y;
475 m=mon->map; 505 m = mon->map;
476 dir = rv.direction; 506 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 507 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); 508 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. */ 509 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 510 if (diff > max)
511 return 0;
481 while (diff >1 && max>0) { 512 while (diff > 1 && max > 0)
513 {
482 lastx = x; 514 lastx = x;
483 lasty = y; 515 lasty = y;
484 lastmap = m; 516 lastmap = m;
485 x = lastx + freearr_x[dir]; 517 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 518 y = lasty + freearr_y[dir];
487 519
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 520 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); 521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 522
491 /* Space is blocked - try changing direction a little */ 523 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 524 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)))) { 525 && (m == mon->map && blocked_link (mon, m, x, y))))
526 {
494 /* recalculate direction from last good location. Possible 527 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 528 * we were not traversing ideal location before.
496 */ 529 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 531 if (rv.direction != dir)
532 {
499 /* OK - says direction should be different - lets reset the 533 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 534 * the values so it will try again.
501 */ 535 */
502 x = lastx; 536 x = lastx;
503 y = lasty; 537 y = lasty;
504 m = lastmap; 538 m = lastmap;
505 dir = firstdir = rv.direction; 539 dir = firstdir = rv.direction;
540 }
506 } else { 541 else
542 {
507 /* direct path is blocked - try taking a side step to 543 /* direct path is blocked - try taking a side step to
508 * either the left or right. 544 * either the left or right.
509 * Note increase the values in the loop below to be 545 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 546 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 547 * 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 548 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 549 * stepping back and forth
514 */ 550 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 {
553 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 554 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 555 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 556 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 557 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 558 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 559 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 560 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 561 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 562 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 563 * the last direction the creature has successfully
526 * moved. 564 * moved.
527 */ 565 */
528 566
529 x = lastx + freearr_x[absdir(lastdir+i)]; 567 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 568 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 569 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 570 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 571 if (mflags & P_OUT_OF_MAP)
572 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 573 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 574 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 576 if (mflags & P_BLOCKSVIEW)
577 continue;
537 578
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 579 if (m == mon->map && blocked_link (mon, m, x, y))
580 break;
539 } 581 }
540 /* go through entire loop without finding a valid 582 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 583 * sidestep to take - thus, no valid path.
542 */ 584 */
543 if (i==(DETOUR_AMOUNT+1)) 585 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 586 return 0;
545 diff--; 587 diff--;
546 lastdir=dir; 588 lastdir = dir;
547 max--; 589 max--;
548 if (!firstdir) firstdir = dir+i; 590 if (!firstdir)
591 firstdir = dir + i;
549 } /* else check alternate directions */ 592 } /* else check alternate directions */
550 } /* if blocked */ 593 } /* if blocked */
551 else { 594 else
595 {
552 /* we moved towards creature, so diff is less */ 596 /* we moved towards creature, so diff is less */
553 diff--; 597 diff--;
554 max--; 598 max--;
555 lastdir=dir; 599 lastdir = dir;
600 if (!firstdir)
556 if (!firstdir) firstdir = dir; 601 firstdir = dir;
602 }
603 if (diff <= 1)
557 } 604 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 605 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 606 * headed toward player for entire distance.
561 */ 607 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 608 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); 609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 610 }
565 if (diff>max) return 0; 611 if (diff > max)
612 return 0;
566 } 613 }
567 /* If we reached the max, didn't find a direction in time */ 614 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 615 if (!max)
616 return 0;
569 617
570 return firstdir; 618 return firstdir;
571} 619}
572 620
621void
573void give_initial_items(object *pl,treasurelist *items) { 622give_initial_items (object *pl, treasurelist * items)
623{
574 object *op,*next=NULL; 624 object *op, *next = NULL;
575 625
576 if(pl->randomitems!=NULL) 626 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 628
579 for (op=pl->inv; op; op=next) { 629 for (op = pl->inv; op; op = next)
630 {
580 next = op->below; 631 next = op->below;
581 632
582 /* Forces get applied per default, unless they have the 633 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 634 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 635 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 637 SET_FLAG (op, FLAG_APPLIED);
587 638
588 /* we never give weapons/armour if these cannot be used 639 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 640 * by this player due to race restrictions
590 */ 641 */
591 if (pl->type == PLAYER) { 642 if (pl->type == PLAYER)
643 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 645 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 646 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 647 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 648 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)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 649 {
602 } 650 op->destroy ();
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 op->destroy ();
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
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) { 697 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
643 } 701 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 703 op->stats.exp = 0;
647 op->level = 1; 704 op->level = 1;
648 } 705 }
649 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
652 710
653 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
654 link_player_skills(pl); 712 link_player_skills (pl);
655} 713}
656 714
715void
657void get_name(object *op) { 716get_name (object *op)
717{
658 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 721}
662 722
723void
663void get_password(object *op) { 724get_password (object *op)
725{
664 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 729}
668 730
731void
669void play_again(object *op) 732play_again (object *op)
670{ 733{
671 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 737 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
680 * cases. 743 * cases.
681 */ 744 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 746 op->remove ();
684 /* Need to set this to null - otherwise, it could point to garbage, 747 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 748 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 749 * the map is null or not swapped out.
687 */ 750 */
688 op->map = NULL; 751 op->map = NULL;
689} 752}
690 753
691 754int
692int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
693{ 756{
694 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
695 remove_friendly_object(op); 759 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 761 return 2;
698 } 762 }
699 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
700 player *pl = op->contr; 765 player *pl = op->contr;
701 const char *name = op->name; 766 shstr name = op->name;
702 767
703 add_refcount(name); 768 op->contr = 0;
704 remove_friendly_object(op); 769 op->type = 0;
705 free_object(op); 770 op->destroy (1);
706 pl = get_player(pl); 771 pl = get_player (pl);
707 op = pl->ob; 772 op = pl->ob;
708 add_friendly_object(op); 773 add_friendly_object (op);
709 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 775 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 776 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 778 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 779 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 780 set_first_map (op);
719 } else { 781 }
782 else
720 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
721 play_again(op); 784 play_again (op);
722 } 785
723 return 0; 786 return 0;
724} 787}
725 788
789void
726void confirm_password(object *op) { 790confirm_password (object *op)
791{
727 792
728 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 796}
732 797
798void
733void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
734 if (party == NULL) { 801 if (party == NULL)
802 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 804 return;
737 } 805 }
738 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 810}
743 811
744 812
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
746int roll_stat(void) { 815roll_stat (void)
816{
747 int a[4],i,j,k; 817 int a[4], i, j, k;
748 818
749 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
751 821
752 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 823 if (a[i] < k)
754 k=a[i],j=i; 824 k = a[i], j = i;
755 825
756 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
757 if(i!=j) 828 if (i != j)
758 k+=a[i]; 829 k += a[i];
759 } 830 }
760 return k; 831 return k;
761} 832}
762 833
834void
763void roll_stats(object *op) { 835roll_stats (object *op)
836{
764 int sum=0; 837 int sum = 0;
765 int i = 0, j = 0; 838 int i = 0, j = 0;
766 int statsort[7]; 839 int statsort[7];
767 840
841 do
768 do { 842 {
769 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
780 853
781 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
789 862
790 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
791 do { 865 {
792 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
793 j = statsort[i]; 868 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 870 statsort[i + 1] = j;
796 i = 0; 871 i = 0;
872 }
797 } else { 873 else
874 {
798 i++; 875 i++;
799 } 876 }
877 }
800 } while (i < 6); 878 while (i < 6);
801 879
802 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
809 887
810 888
811 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
818 896
819 op->level=1; 897 op->level = 1;
820 op->stats.exp=0; 898 op->stats.exp = 0;
821 op->stats.ac=0; 899 op->stats.ac = 0;
822 900
823 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
826 904
827 fix_player(op); 905 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
832} 910}
833 911
912void
834void Roll_Again(object *op) 913Roll_Again (object *op)
835{ 914{
836 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 918}
839 919
920void
840void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
841{ 922{
842 signed char tmp; 923 signed char tmp;
843 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
844 925
845 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 931 return;
850 } 932 }
851 933
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 935
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 937
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 939
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 949 op->stats.ac = 0;
869 950
870 op->level=1; 951 op->level = 1;
871 op->stats.exp=0; 952 op->stats.exp = 0;
872 op->stats.ac=0; 953 op->stats.ac = 0;
873 954
874 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
877 958
878 fix_player(op); 959 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
884} 965}
885 966
886 967
887/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
893 */ 974 */
975int
894int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
895{ 977{
896 int keynum = key -'0'; 978 int keynum = key - '0';
897 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 981
900 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
901 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
902 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 989 }
906 else 990 else
907 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
908 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1028 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1029
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1030 case 'q':
937 case 'Y': 1031 case 'Q':
938 roll_stats(op); 1032 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1033 return 1;
941 1034
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1035 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1037 return 0;
950 } 1038 }
951 return 0; 1039 return 0;
952} 1040}
953 1041
954/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
958 * not the class. 1046 * not the class.
959 */ 1047 */
960 1048
1049int
961int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
962{ 1051{
963 int tmp_loop; 1052 int tmp_loop;
964 1053
965 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
966 remove_ob(op); 1056 op->remove ();
967 play_again(op); 1057 play_again (op);
968 return 0; 1058 return 0;
969 } 1059 }
970 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
971 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
972 1063
973 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1067
977 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
979 1070
980 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
981 1072
982 if (op->msg) { 1073 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1074 op->msg = NULL;
985 }
986 1075
987 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
988 * to save here. 1077 * to save here.
989 */ 1078 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1080 make_path_to_file (buf);
992 1081
993#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
995#endif 1084#endif
996 start_info(op); 1085 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1088 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
1001 fix_player(op); 1090 fix_player (op);
1002 1091
1003 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1004 * is one for this race 1093 * is one for this race
1005 */ 1094 */
1006 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1007 object *tmp; 1097 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1011 first_map_ext_path, op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1101 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1102 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1018 * default initial map */ 1107 * default initial map */
1019 free_object(tmp); 1108 tmp->destroy ();
1109 }
1020 } else { 1110 else
1111 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1113 }
1023 return 0; 1114 return 0;
1024 } 1115 }
1025 1116
1026 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1028 */ 1119 */
1029 1120
1030 tmp_loop = 0; 1121 tmp_loop = 0;
1031 while(!tmp_loop) { 1122 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1123 {
1124 shstr name = op->name;
1033 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1034 remove_statbonus(op); 1127 remove_statbonus (op);
1035 remove_ob (op); 1128 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1130 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1131 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1133 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1134 op->x = x;
1045 op->y = y; 1135 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1139 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1141 }
1142
1055 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1145 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1061 if (op->msg) 1150 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 1154 return 0;
1065} 1155}
1066 1156
1157int
1067int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1068{ 1159{
1069 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1070 1161
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1072 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1166 return 1;
1075 } 1167 }
1076 1168
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1079 1171
1080 terminate_all_pets(op); 1172 terminate_all_pets (op);
1081 leave_map(op); 1173 leave_map (op);
1082 op->direction=0; 1174 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1176
1086 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1178 check_score (op);
1088 op->contr->party=NULL; 1179 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1091 1182
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1093 mapstruct *mp, *next; 1185 maptile *mp, *next;
1094 1186
1095 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1190 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1101 next = mp->next; 1194 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1196 delete_map (mp);
1104 }
1105 1197 }
1198
1106 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1107 } 1200 }
1201
1108 play_again(op); 1202 play_again (op);
1109 return 1; 1203 return 1;
1110} 1204}
1111 1205
1206void
1112void flee_player(object *op) { 1207flee_player (object *op)
1208{
1113 int dir,diff; 1209 int dir, diff;
1114 rv_vector rv; 1210 rv_vector rv;
1115 1211
1116 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1216 return;
1120 } 1217 }
1121 1218
1122 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1223 return;
1126 } 1224 }
1127 1225
1128 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1131 */ 1229 */
1132 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1233 op->enemy = NULL;
1135 return; 1234 return;
1136 } 1235 }
1137 1236
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1139 op->enemy=NULL; 1239 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1241 return;
1142 } 1242 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1144 1244
1145 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1147 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1251 {
1252 return;
1253 }
1152 } 1254 }
1153 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1257 op->enemy = NULL;
1156} 1258}
1157 1259
1158 1260
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1263 * stop.
1162 */ 1264 */
1265int
1163int check_pick(object *op) { 1266check_pick (object *op)
1267{
1164 object *tmp, *next; 1268 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1269 int stop = 0;
1167 int j, k, wvratio; 1270 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1271 char putstring[128], tmpstr[16];
1169 1272
1170
1171 /* if you're flying, you cna't pick up anything */ 1273 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1274 if (op->move_type & MOVE_FLYING)
1173 return 1; 1275 return 1;
1174 1276
1175 op_tag = op->count;
1176
1177 next = op->below; 1277 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1278
1181 /* loop while there are items on the floor that are not marked as 1279 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1280 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1281 while (next && !next->destroyed ())
1184 { 1282 {
1185 tmp = next; 1283 tmp = next;
1186 next = tmp->below; 1284 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1285
1190 if (was_destroyed (op, op_tag)) 1286 if (op->destroyed ())
1191 return 0; 1287 return 0;
1192 1288
1193 if ( ! can_pick (op, tmp)) 1289 if (!can_pick (op, tmp))
1194 continue; 1290 continue;
1195 1291
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1293 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1294 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1295 pick_up (op, tmp);
1200 continue; 1296 continue;
1201 } 1297 }
1202 1298
1203 /* high not bit set? We're using the old autopickup model */ 1299 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1300 if (!(op->contr->mode & PU_NEWMODE))
1301 {
1205 switch (op->contr->mode) { 1302 switch (op->contr->mode)
1303 {
1304 case 0:
1206 case 0: return 1; /* don't pick up */ 1305 return 1; /* don't pick up */
1306 case 1:
1207 case 1: pick_up (op, tmp); 1307 pick_up (op, tmp);
1208 return 1; 1308 return 1;
1309 case 2:
1209 case 2: pick_up (op, tmp); 1310 pick_up (op, tmp);
1210 return 0; 1311 return 0;
1312 case 3:
1211 case 3: return 0; /* stop before pickup */ 1313 return 0; /* stop before pickup */
1314 case 4:
1212 case 4: pick_up (op, tmp); 1315 pick_up (op, tmp);
1213 break; 1316 break;
1317 case 5:
1214 case 5: pick_up (op, tmp); 1318 pick_up (op, tmp);
1215 stop = 1; 1319 stop = 1;
1216 break; 1320 break;
1217 case 6: 1321 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1322 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); 1323 pick_up (op, tmp);
1221 break; 1324 break;
1222 1325
1223 case 7: 1326 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1327 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1328 pick_up (op, tmp);
1226 break; 1329 break;
1227 1330
1228 default: 1331 default:
1229 /* use value density */ 1332 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1334 && (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); 1335 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 } 1336 }
1262 } 1337 }
1263 } 1338 else
1339 { /* old model */
1340 /* NEW pickup handling */
1341 if (op->contr->mode & PU_DEBUG)
1342 {
1343 /* some debugging code to figure out item information */
1344 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1365
1266#if 0 1366#if 0
1267 /* print the flags too */ 1367 /* print the flags too */
1268 for(k=0;k<4;k++) 1368 for (k = 0; k < 4; k++)
1269 { 1369 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1371 for (j = 0; j < 32; j++)
1272 { 1372 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1374 if (!((j + 1) % 4))
1275 } 1375 fprintf (stderr, " ");
1376 }
1276 fprintf(stderr," [%d]\n", k*32); 1377 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1378 }
1278#endif 1379#endif
1279 } 1380 }
1280 /* philosophy: 1381 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1382 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1383 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1384 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1385 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1386 * example.
1286 * The drawback: right now it has no frontend, so you need to 1387 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1388 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1389 * convert to decimal and then 'pickup <#>
1289 */ 1390 */
1290 1391
1291 /* the first two modes are exclusive: if NOTHING we return, if 1392 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1393 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1394 * meaning if any test passes, the item gets picked up. */
1294 1395
1295 /* if mode is set to pick nothing up, return */ 1396 /* if mode is set to pick nothing up, return */
1296 1397
1297 if(op->contr->mode & PU_NOTHING) return 1; 1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1298 1400
1299 /* if mode is set to stop when encountering objects, return */ 1401 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1402 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1403 * anything up */
1302 1404
1303 if(op->contr->mode & PU_STOP) return 0; 1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1304 1407
1305 /* useful for going into stores and not losing your settings... */ 1408 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1409 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1410 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1309 1413
1310 /* prevent us from turning into auto-thieves :) */ 1414 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue;
1312 1417
1313 /* ignore known cursed objects */ 1418 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1419 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420 continue;
1315 1421
1316 /* all food and drink if desired */ 1422 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1423 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1424 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1425 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1321 if(op->contr->mode & PU_DRINK) 1431 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1432 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; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1324 1437
1325 if(op->contr->mode & PU_POTION) 1438 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1439 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1328 1444
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1445 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1446 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1447 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1333 if(op->contr->mode & PU_SKILLSCROLL) 1453 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1454 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1336 if(op->contr->mode & PU_READABLES) 1460 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1461 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1462 {
1463 pick_up (op, tmp);
1464 continue;
1465 }
1339 1466
1340 /* wands/staves/rods/horns */ 1467 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1468 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1469 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1470 {
1471 pick_up (op, tmp);
1472 continue;
1473 }
1344 1474
1345 /* pick up all magical items */ 1475 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1476 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1477 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; } 1478 {
1479 pick_up (op, tmp);
1480 continue;
1481 }
1349 1482
1350 if(op->contr->mode & PU_VALUABLES) 1483 if (op->contr->mode & PU_VALUABLES)
1351 { 1484 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1485 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1486 {
1354 } 1487 pick_up (op, tmp);
1488 continue;
1489 }
1490 }
1355 1491
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1492 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1493 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1494 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1360 1499
1500 /* we don't forget dragon food */
1501 if (op->contr->mode & PU_FLESH)
1502 if (tmp->type == FLESH)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1361 /* bows and arrows. Bows are good for selling! */ 1508 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1509 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1510 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1365 if(op->contr->mode & PU_ARROW) 1516 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1517 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1368 1522
1369 /* all kinds of armor etc. */ 1523 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1524 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1525 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1373 if(op->contr->mode & PU_HELMET) 1531 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1532 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1376 if(op->contr->mode & PU_SHIELD) 1538 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1539 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1379 if(op->contr->mode & PU_BOOTS) 1545 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1546 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1382 if(op->contr->mode & PU_GLOVES) 1552 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1553 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1385 if(op->contr->mode & PU_CLOAK) 1559 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1560 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1561 {
1562 pick_up (op, tmp);
1563 continue;
1564 }
1388 1565
1389 /* hoping to catch throwing daggers here */ 1566 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1567 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1568 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1569 {
1570 pick_up (op, tmp);
1571 continue;
1572 }
1393 1573
1394 /* careful: chairs and tables are weapons! */ 1574 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1575 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1576 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1577 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1578 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1579 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1581 {
1402 } 1582 pick_up (op, tmp);
1583 continue;
1584 }
1585 }
1586
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1587 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1588 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1589 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1590 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1591 pick_up (op, tmp);
1592 continue;
1593 }
1594 }
1408 } 1595 }
1409 }
1410 1596
1411 /* misc stuff that's useful */ 1597 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1598 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1599 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1600 {
1601 pick_up (op, tmp);
1602 continue;
1603 }
1415 1604
1416 /* any of the last 4 bits set means we use the ratio for value 1605 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1606 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1607 if (op->contr->mode & PU_RATIO)
1419 { 1608 {
1420 /* use value density to decide what else to grab */ 1609 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1610 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1611 /* >=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 */ 1612 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1613 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1614 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1615 {
1427 pick_up(op, tmp); 1616 pick_up (op, tmp);
1428#if 0 1617#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1618 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1619 if (tmp->name != NULL)
1620 {
1431 fprintf(stderr,"%s", tmp->name); 1621 fprintf (stderr, "%s", tmp->name);
1432 } 1622 }
1623 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1624 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1625 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1626 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1627#endif
1437 continue; 1628 continue;
1629 }
1438 } 1630 }
1631 } /* the new pickup model */
1439 } 1632 }
1440 } /* the new pickup model */ 1633
1441 }
1442 return ! stop; 1634 return !stop;
1443} 1635}
1444 1636
1445/* 1637/*
1446 * Find an arrow in the inventory and after that 1638 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1639 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1640 * found object is returned.
1449 */ 1641 */
1642object *
1450object *find_arrow(object *op, const char *type) 1643find_arrow (object *op, const char *type)
1451{ 1644{
1452 object *tmp = NULL; 1645 object *tmp = NULL;
1453 1646
1454 for(op=op->inv; op; op=op->below) 1647 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1648 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); 1649 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1650 else if (op->type == ARROW && op->race == type)
1459 return op; 1651 return op;
1460 return tmp; 1652 return tmp;
1461} 1653}
1462 1654
1463/* 1655/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1656 * 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 1657 * 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 1658 * 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. 1659 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1660 */
1469 1661
1662object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1663find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1664{
1472 object *tmp = NULL, *arrow, *ntmp; 1665 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1666 int attacknum, attacktype, betterby = 0, i;
1474 1667
1475 if (!type) 1668 if (!type)
1476 return NULL; 1669 return NULL;
1477 1670
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1671 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1672 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1673 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1674 {
1481 i = 0; 1675 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1676 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1677 if (i > betterby)
1678 {
1484 tmp = ntmp; 1679 tmp = ntmp;
1485 betterby = i; 1680 betterby = i;
1486 } 1681 }
1682 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1683 else if (arrow->type == ARROW && arrow->race == type)
1684 {
1488 /* allways prefer assasination/slaying */ 1685 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1686 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1687 {
1491 if (arrow->attacktype & AT_DEATH) { 1688 if (arrow->attacktype & AT_DEATH)
1689 {
1492 *better = 100; 1690 *better = 100;
1493 return arrow; 1691 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1692 }
1498 } else { 1693 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 } 1694 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1695 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1696 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 } 1697 }
1515 } 1698 }
1699 else
1700 {
1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 {
1703 attacktype = 1 << attacknum;
1704 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1705 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1706 {
1707 tmp = arrow;
1708 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1709 }
1710 }
1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712 {
1713 tmp = arrow;
1714 betterby = 2 + arrow->magic + arrow->stats.dam;
1715 }
1716 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1717 {
1718 tmp = arrow;
1719 betterby = 1 + arrow->magic + arrow->stats.dam;
1720 }
1516 } 1721 }
1722 }
1517 } 1723 }
1518 if (tmp == NULL && arrow == NULL) 1724 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1725 return find_arrow (op, type);
1520 1726
1521 *better = betterby; 1727 *better = betterby;
1522 return tmp; 1728 return tmp;
1523} 1729}
1524 1730
1525/* looks in a given direction, finds the first valid target, and calls 1731/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1732 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1733 * op = the shooter
1528 * type = bow->race 1734 * type = bow->race
1529 * dir = fire direction 1735 * dir = fire direction
1530 */ 1736 */
1531 1737
1738object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1739pick_arrow_target (object *op, const char *type, int dir)
1533{ 1740{
1534 object *tmp = NULL; 1741 object *tmp = NULL;
1535 mapstruct *m; 1742 maptile *m;
1536 int i, mflags, found, number; 1743 int i, mflags, found, number;
1537 sint16 x, y; 1744 sint16 x, y;
1538 1745
1539 if (op->map == NULL) 1746 if (op->map == NULL)
1540 return find_arrow(op, type); 1747 return find_arrow (op, type);
1541 1748
1542 /* do a dex check */ 1749 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1750 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))) 1751 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1752 return find_arrow (op, type);
1546 1753
1547 m = op->map; 1754 m = op->map;
1548 x = op->x; 1755 x = op->x;
1549 y = op->y; 1756 y = op->y;
1550 1757
1551 /* find the first target */ 1758 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1759 for (i = 0, found = 0; i < 20; i++)
1760 {
1553 x += freearr_x[dir]; 1761 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1762 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1763 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1764 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1765 {
1557 tmp = NULL; 1766 tmp = NULL;
1767 break;
1768 }
1769 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1770 {
1771 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1772 * perhaps a bad assumption.
1773 */
1774 tmp = NULL;
1775 break;
1776 }
1777 if (mflags & P_IS_ALIVE)
1778 {
1779 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1780 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1781 {
1782 found++;
1783 break;
1784 }
1785 if (found)
1558 break; 1786 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 } 1787 }
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 } 1788 }
1576 if (tmp == NULL) 1789 if (tmp == NULL)
1577 return find_arrow(op, type); 1790 return find_arrow (op, type);
1578 1791
1579 if (tmp->head) 1792 if (tmp->head)
1580 tmp = tmp->head; 1793 tmp = tmp->head;
1581 1794
1582 return find_better_arrow(op, tmp, type, &i); 1795 return find_better_arrow (op, tmp, type, &i);
1583} 1796}
1584 1797
1585/* 1798/*
1586 * Creature fires a bow - op can be monster or player. Returns 1799 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1800 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1803 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1804 * 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 1805 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1806 * player fire modes.
1594 */ 1807 */
1808int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1809fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1810{
1598 object *left, *bow; 1811 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1812 int bowspeed, mflags;
1601 mapstruct *m; 1813 maptile *m;
1602 1814
1603 if (!dir) { 1815 if (!dir)
1816 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1818 return 0;
1606 } 1819 }
1607 if (op->type == PLAYER) 1820 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1821 bow = op->contr->ranges[range_bow];
1609 else { 1822 else
1823 {
1610 for(bow=op->inv; bow; bow=bow->below) 1824 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1825 /* 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. 1826 * don't need to switch back and forth between bows and weapons.
1613 */ 1827 */
1614 if(bow->type==BOW) 1828 if (bow->type == BOW)
1615 break; 1829 break;
1616 1830
1617 if (!bow) { 1831 if (!bow)
1832 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1834 return 0;
1620 } 1835 }
1621 } 1836 }
1622 if( !bow->race || !bow->skill) { 1837 if (!bow->race || !bow->skill)
1838 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1839 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1840 return 0;
1625 } 1841 }
1626 1842
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1844
1629 /* penalize ROF for bestarrow */ 1845 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1848 if (bowspeed < 1)
1633 bowspeed = 1; 1849 bowspeed = 1;
1634 1850
1635 if (arrow == NULL) { 1851 if (arrow == NULL)
1852 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1853 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 {
1637 if (op->type == PLAYER) 1855 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1856 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 */ 1857 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1858 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1859 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1860 return 0;
1644 } 1861 }
1645 } 1862 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1864 if (mflags & P_OUT_OF_MAP)
1865 {
1648 return 0; 1866 return 0;
1649 } 1867 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1871 return 0;
1653 } 1872 }
1654 1873
1655 /* this should not happen, but sometimes does */ 1874 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1875 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1876 {
1658 free_object(arrow); 1877 arrow->destroy ();
1659 return 0; 1878 return 0;
1660 } 1879 }
1661 1880
1662 left = arrow; /* these are arrows left to the player */ 1881 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1882 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1883 if (arrow == NULL)
1884 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1885 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1886 return 0;
1669 } 1887 }
1670 set_owner(arrow, op); 1888 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1889 arrow->skill = bow->skill;
1673 1890
1674 arrow->direction=dir; 1891 arrow->direction = dir;
1675 arrow->x = sx; 1892 arrow->x = sx;
1676 arrow->y = sy; 1893 arrow->y = sy;
1677 1894
1678 if (op->type == PLAYER) { 1895 if (op->type == PLAYER)
1896 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1898 fix_player (op);
1681 } 1899 }
1682 1900
1683 SET_ANIMATION(arrow, arrow->direction); 1901 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1903 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1904 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1905 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1906 arrow->spellarg = strdup_local (arrow->slaying);
1689 1907
1690 /* Note that this was different for monsters - they got their level 1908 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1909 * added to the damage. I think the strength bonus is more proper.
1692 */ 1910 */
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 1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1698 /* update the speed */ 1914 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1916 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 1917
1704 if (arrow->speed < 1.0) 1918 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1919 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1920 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1921 arrow->speed_left = 0;
1708 1922
1709 if (op->type == PLAYER) { 1923 if (op->type == PLAYER)
1924 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1927 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 1928
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1929 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1930 }
1931 else
1932 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1933 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; 1934 arrow->level = op->level;
1721 } 1935 }
1936
1722 if (arrow->attacktype == AT_PHYSICAL) 1937 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1938 arrow->attacktype |= bow->attacktype;
1939
1724 if (bow->slaying != NULL) 1940 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1941 arrow->slaying = bow->slaying;
1726 1942
1727 arrow->map = m; 1943 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1944 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1946
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1947 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); 1948 insert_ob_in_map (arrow, m, op, 0);
1734 1949
1735 if (!was_destroyed(arrow, tag)) 1950 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1951 move_arrow (arrow);
1737 1952
1738 if (op->type == PLAYER) { 1953 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1954 {
1955 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1956 esrv_del_item (op->contr, left->count);
1741 else 1957 else
1742 esrv_send_item(op, left); 1958 esrv_send_item (op, left);
1743 } 1959 }
1960
1744 return 1; 1961 return 1;
1745} 1962}
1746 1963
1747/* Special fire code for players - this takes into 1964/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1965 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1966 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1967 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1968 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1969 * hence the function name.
1753 */ 1970 */
1971int
1754int player_fire_bow(object *op, int dir) 1972player_fire_bow (object *op, int dir)
1755{ 1973{
1756 int ret=0, wcmod=0; 1974 int ret = 0, wcmod = 0;
1757 1975
1758 if (op->contr->bowtype == bow_bestarrow) { 1976 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1977 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1978 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); 1979 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1980 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1981 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1983 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1984 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1985 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1986 else if (op->contr->bowtype == bow_threewide)
1987 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1988 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)]); 1989 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)]); 1990 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1991 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1992 else if (op->contr->bowtype == bow_spreadshot)
1993 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1994 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); 1995 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); 1996 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1997
1776 } else { 1998 }
1999 else
2000 {
1777 /* Simple case */ 2001 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2002 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 2003 }
1780 return ret; 2004 return ret;
1781} 2005}
1782 2006
1783 2007
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 2008/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 2009 * Broken apart from 'fire' to keep it more readable.
1786 */ 2010 */
2011void
1787void fire_misc_object(object *op, int dir) 2012fire_misc_object (object *op, int dir)
1788{ 2013{
1789 object *item; 2014 object *item;
1790 2015
1791 if (!op->contr->ranges[range_misc]) { 2016 if (!op->contr->ranges[range_misc])
2017 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2019 return;
1794 } 2020 }
1795 2021
1796 item = op->contr->ranges[range_misc]; 2022 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2023 if (!item->inv)
2024 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2025 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2026 return;
1800 } 2027 }
1801 if (item->type == WAND) { 2028 if (item->type == WAND)
2029 {
1802 if(item->stats.food<=0) { 2030 if (item->stats.food <= 0)
2031 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2032 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)); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2034 return;
1806 } 2035 }
2036 }
1807 } else if (item->type == ROD || item->type==HORN) { 2037 else if (item->type == ROD || item->type == HORN)
2038 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2039 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2040 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2042 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)); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2044 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2045 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; 2046 return;
1817 } 2047 }
1818 } 2048 }
1819 2049
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2050 if (cast_spell (op, item, dir, item->inv, NULL))
2051 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2052 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2053 if (item->type == WAND)
2054 {
1823 if (!(--item->stats.food)) { 2055 if (!(--item->stats.food))
2056 {
1824 object *tmp; 2057 object *tmp;
2058
1825 if (item->arch) { 2059 if (item->arch)
2060 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2061 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2062 item->face = item->arch->clone.face;
1828 item->speed = 0; 2063 item->speed = 0;
1829 update_ob_speed(item); 2064 update_ob_speed (item);
1830 } 2065 }
1831 if ((tmp=is_player_inv(item))) 2066 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2067 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2068 }
1834 } 2069 }
1835 else if (item->type == ROD || item->type==HORN) { 2070 else if (item->type == ROD || item->type == HORN)
2071 {
1836 drain_rod_charge(item); 2072 drain_rod_charge (item);
1837 } 2073 }
1838 } 2074 }
1839} 2075}
1840 2076
1841/* Received a fire command for the player - go and do it. 2077/* Received a fire command for the player - go and do it.
1842 */ 2078 */
2079void
1843void fire(object *op,int dir) { 2080fire (object *op, int dir)
2081{
1844 int spellcost=0; 2082 int spellcost = 0;
1845 2083
1846 /* check for loss of invisiblity/hide */ 2084 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2085 if (action_makes_visible (op))
2086 make_visible (op);
1848 2087
1849 switch(op->contr->shoottype) { 2088 switch (op->contr->shoottype)
2089 {
1850 case range_none: 2090 case range_none:
2091 return;
2092
2093 case range_bow:
2094 player_fire_bow (op, dir);
2095 return;
2096
2097 case range_magic: /* Casting spells */
2098 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2099 return;
2100
2101 case range_misc:
2102 fire_misc_object (op, dir);
2103 return;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2120 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 } 2121 }
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); 2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
1887 default: 2127 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2129 return;
1890 } 2130 }
1891} 2131}
1892 2132
1893 2133
1894 2134
1901 * inv is the objects inventory to searched 2141 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2142 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2143 * This function can be called recursively to search containers.
1904 */ 2144 */
1905 2145
2146object *
1906object * find_key(object *pl, object *container, object *door) 2147find_key (object *pl, object *container, object *door)
1907{ 2148{
1908 object *tmp,*key; 2149 object *tmp, *key;
1909 2150
1910 /* Should not happen, but sanity checking is never bad */ 2151 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2152 if (container->inv == NULL)
2153 return NULL;
1912 2154
1913 /* First, lets try to find a key in the top level inventory */ 2155 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2157 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2158 if (door->type == DOOR && tmp->type == KEY)
2159 break;
1916 /* For sanity, we should really check door type, but other stuff 2160 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2161 * (like containers) can be locked with special keys
1918 */ 2162 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2164 break;
1921 } 2165 }
1922 /* No key found - lets search inventories now */ 2166 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2167 /* 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 2168 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2169 * a key, return
1926 */ 2170 */
1927 if (!tmp) { 2171 if (!tmp)
2172 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2174 {
1929 /* No reason to search empty containers */ 2175 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2176 if (tmp->type == CONTAINER && tmp->inv)
2177 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2178 if ((key = find_key (pl, tmp, door)) != NULL)
2179 return key;
1932 } 2180 }
1933 } 2181 }
2182 if (!tmp)
1934 if (!tmp) return NULL; 2183 return NULL;
1935 } 2184 }
1936 /* We get down here if we have found a key. Now if its in a container, 2185 /* 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 2186 * see if we actually want to use it
1938 */ 2187 */
1939 if (pl!=container) { 2188 if (pl != container)
2189 {
1940 /* Only let players use keys in containers */ 2190 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2191 if (!pl->contr)
2192 return NULL;
1942 /* cases where this fails: 2193 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2194 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2195 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2196 * If the container is not active, return now since only active
1946 * containers can be used. 2197 * containers can be used.
1947 * If we only search keyrings and the container does not have 2198 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2199 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2200 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2201 * inv must have been an container and must have been active.
1951 * 2202 *
1952 * Change the color so that the message doesn't disappear with 2203 * Change the color so that the message doesn't disappear with
1953 * all the others. 2204 * all the others.
1954 */ 2205 */
1955 if (pl->contr->usekeys == key_inventory || 2206 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2207 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2208 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2209 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2211 "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; 2212 return NULL;
1964 } 2213 }
1965 } 2214 }
1966 return tmp; 2215 return tmp;
1967} 2216}
1968 2217
1969/* moved door processing out of move_player_attack. 2218/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2219 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2220 * such that the caller should not do anything more,
1972 * 0 otherwise 2221 * 0 otherwise
1973 */ 2222 */
2223static int
1974static int player_attack_door(object *op, object *door) 2224player_attack_door (object *op, object *door)
1975{ 2225{
1976 2226
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2227 /* 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 - 2228 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2229 * otherwise, we fall through to the rest of the code.
1980 */ 2230 */
1981 object *key=find_key(op, op, door); 2231 object *key = find_key (op, op, door);
1982 2232
1983 /* IF we found a key, do some extra work */ 2233 /* IF we found a key, do some extra work */
1984 if (key) { 2234 if (key)
2235 {
1985 object *container=key->env; 2236 object *container = key->env;
1986 2237
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2238 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2239 if (action_makes_visible (op))
2240 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2243 if (door->type == DOOR)
2244 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2245 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2246 }
1993 else if(door->type==LOCKED_DOOR) { 2247 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2248 {
1995 "You open the door with the %s", query_short_name(key)); 2249 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 ;-) */ 2250 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2251 }
1998 /* Do this after we print the message */ 2252 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2253 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2254 /* Need to update the weight the container the key was in */
2001 if (container != op) 2255 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2256 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2257 return 1; /* Nothing more to do below */
2258 }
2004 } else if (door->type==LOCKED_DOOR) { 2259 else if (door->type == LOCKED_DOOR)
2260 {
2005 /* Might as well return now - no other way to open this */ 2261 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2263 return 1;
2008 } 2264 }
2009 return 0; 2265 return 0;
2010} 2266}
2011 2267
2012/* This function is just part of a breakup from move_player. 2268/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2269 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2270 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2271 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2272 * going to try and move (not fire weapons).
2017 */ 2273 */
2018 2274
2275void
2019void move_player_attack(object *op, int dir) 2276move_player_attack (object *op, int dir)
2020{ 2277{
2021 object *tmp, *mon; 2278 object *tmp, *mon;
2022 sint16 nx, ny; 2279 sint16 nx, ny;
2023 int on_battleground; 2280 int on_battleground;
2024 mapstruct *m; 2281 maptile *m;
2025 2282
2026 nx=freearr_x[dir]+op->x; 2283 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2284 ny = freearr_y[dir] + op->y;
2028 2285
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2286 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2287
2031 /* If braced, or can't move to the square, and it is not out of the 2288 /* 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 2289 * 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 2290 * 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 2291 * 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 2292 * 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 2293 * 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 2294 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2295 * move_ob uses.
2039 */ 2296 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2297 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2298 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2299 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2301 m = get_map_from_coord (op->map, &nx, &ny);
2302 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2303 return; /* Don't think this should happen */
2304 }
2305 else
2306 m = op->map;
2307
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2309 {
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");*/ 2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return;
2312 }
2313
2314 mon = NULL;
2315 /* Go through all the objects, and find ones of interest. Only stop if
2316 * we find a monster - that is something we know we want to attack.
2317 * if its a door or barrel (can roll) see if there may be monsters
2318 * on the space
2319 */
2320 while (tmp != NULL)
2321 {
2322 if (tmp == op)
2323 {
2324 tmp = tmp->above;
2325 continue;
2326 }
2327
2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329 {
2330 mon = tmp;
2331 break;
2332 }
2333
2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335 mon = tmp;
2336
2337 tmp = tmp->above;
2338 }
2339
2340 if (mon == NULL) /* This happens anytime the player tries to move */
2341 return; /* into a wall */
2342
2343 if (mon->head != NULL)
2344 mon = mon->head;
2345
2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347 if (player_attack_door (op, mon))
2348 return;
2349
2350 /* The following deals with possibly attacking peaceful
2351 * or frienddly creatures. Basically, all players are considered
2352 * unaggressive. If the moving player has peaceful set, then the
2353 * object should be pushed instead of attacked. It is assumed that
2354 * if you are braced, you will not attack friends accidently,
2355 * and thus will not push them.
2356 */
2357
2358 /* If the creature is a pet, push it even if the player is not
2359 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive.
2361 */
2362 if ((op->type == PLAYER)
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2367#else
2368 && mon->owner == op
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 {
2372 /* If we're braced, we don't want to switch places with it */
2373 if (op->contr->braced)
2049 return; 2374 return;
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op);
2379 return;
2050 } 2380 }
2051 2381
2052 mon = NULL; 2382 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2383 * 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. 2384 * 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 2385 * attack them either.
2056 * on the space
2057 */ 2386 */
2058 while (tmp!=NULL) { 2387 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2388 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2389#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2390 (op->contr->peaceful
2391 || (mon->type == PLAYER
2392 && mon->contr->
2393 peaceful)) &&
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 {
2399 if (!op->contr->braced)
2400 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2402 (void) push_ob (mon, dir, op);
2062 } 2403 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2404 else
2064 mon = tmp; 2405 {
2065 break; 2406 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2407 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2408 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2409 make_visible (op);
2069 tmp=tmp->above; 2410 }
2411
2412 /* If the object is a boulder or other rollable object, then
2413 * roll it if not braced. You can't roll it if you are braced.
2414 */
2415 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2416 {
2071 2417 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2418 if (action_makes_visible (op))
2073 return; /* into a wall */ 2419 make_visible (op);
2420 }
2074 2421
2075 if(mon->head != NULL) 2422 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2423 * Way it works is like this: First, it must have some hit points
2424 * and be living. Then, it must be one of the following:
2425 * 1) Not a player, 2) A player, but of a different party. Note
2426 * that party_number -1 is no party, so attacks can still happen.
2427 */
2077 2428
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431 {
2080 2432
2081 /* The following deals with possibly attacking peaceful 2433 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2434 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2435 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2436 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2437 */
2088 2438 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 )) { 2439 {
2129 if (!op->contr->braced) { 2440 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2441
2131 (void) push_ob(mon,dir,op); 2442 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 } 2443 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2444
2138 /* If the object is a boulder or other rollable object, then 2445 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 2446
2146 /* Any generic living creature. Including things like doors. 2447 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2448 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2449 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2450 * 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 */ 2451 */
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 {
2454 short luck = mon->stats.luck;
2455
2162 if (!op->contr->has_hit) { 2456 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2457 skill_attack (op, mon, 0, NULL, NULL);
2164 2458 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2459 }
2167 2460 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2461 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 } 2462 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2463 } /* if player should attack something */
2185} 2464}
2186 2465
2466int
2187int move_player(object *op,int dir) { 2467move_player (object *op, int dir)
2468{
2188 int pick; 2469 int pick;
2189 2470
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2471 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; 2472 return 0;
2473
2474 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9))
2476 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0;
2479 }
2480
2481 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484
2485 op->facing = dir;
2486
2487 if (op->hide)
2488 do_hidden_move (op);
2489
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ;
2492 else if (op->contr->fire_on)
2493 fire (op, dir);
2494 else
2495 {
2496 move_player_attack (op, dir);
2497 pick = check_pick (op);
2498 }
2499
2500 /* Add special check for newcs players and fire on - this way, the
2501 * server can handle repeat firing.
2502 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir;
2506 }
2507 else
2508 {
2509 op->direction = 0;
2510 }
2511 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities
2513 * for players.
2514 */
2515 animate_object (op, op->facing);
2516 return 0;
2231} 2517}
2232 2518
2233/* This is similar to handle_player, below, but is only used by the 2519/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2520 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2521 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2522 * the new speed values for commands.
2237 * 2523 *
2238 * Returns true if there are more actions we can do. 2524 * Returns true if there are more actions we can do.
2239 */ 2525 */
2526int
2240int handle_newcs_player(object *op) 2527handle_newcs_player (object *op)
2241{ 2528{
2242 if (op->contr->hidden) { 2529 if (op->contr->hidden)
2530 {
2243 op->invisible = 1000; 2531 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2532 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2533 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2534 * alternate it here for it to work correctly.
2247 */ 2535 */
2248 if (pticks & 2) op->invisible--; 2536 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2252 if(!op->invisible) { 2542 if (!op->invisible)
2543 {
2253 make_visible(op); 2544 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2546 }
2256 } 2547 }
2257 2548
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2549 if (QUERY_FLAG (op, FLAG_SCARED))
2550 {
2259 flee_player(op); 2551 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2552 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 {
2262 op->speed_left--; 2555 op->speed_left--;
2263 return 0; 2556 return 0;
2264 } 2557 }
2265 } 2558 }
2266 2559
2267 /* I've been seeing crashes where the golem has been destroyed, but 2560 /* 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 2561 * 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 2562 * 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. 2563 * put this in a a workaround to clean up the golem pointer.
2271 */ 2564 */
2272 if (op->contr->ranges[range_golem] && 2565 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; 2566 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2567
2279 /* call this here - we also will call this in do_ericserver, but 2568 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2569 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2570 * called, so we recheck it here.
2282 */ 2571 */
2283 HandleClient(&op->contr->socket, op->contr); 2572 HandleClient (&op->contr->socket, op->contr);
2284 if (op->speed_left<0) return 0; 2573 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; 2574 return 0;
2299}
2300 2575
2301int save_life(object *op) { 2576 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2303 2580
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction);
2586 if (op->speed_left > 0)
2587 return 1;
2588 else
2305 return 0; 2589 return 0;
2590 }
2591 return 0;
2592}
2306 2593
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2594int
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2595save_life (object *op)
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2596{
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2597 object *tmp;
2311 "Your %s vibrates violently, then evaporates.", 2598
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); 2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2600 return 0;
2601
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607
2608 if (op->contr)
2609 esrv_del_item (op->contr, tmp->count);
2610
2611 tmp->destroy ();
2612 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613
2614 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp;
2616
2617 if (op->stats.food < 0)
2618 op->stats.food = 999;
2619
2620 fix_player (op);
2621 return 1;
2622 }
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */
2626 return 0;
2329} 2627}
2330 2628
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2629/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2630 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2631 * function will descend into containers. op is the object to start the search
2334 * from. 2632 * from.
2335 */ 2633 */
2634void
2336void remove_unpaid_objects(object *op, object *env) 2635remove_unpaid_objects (object *op, object *env)
2337{ 2636{
2338 object *next; 2637 object *next;
2339 2638
2340 while (op) { 2639 while (op)
2640 {
2341 next=op->below; /* Make sure we have a good value, in case 2641 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2642 * we remove object 'op'
2343 */ 2643 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2345 remove_ob(op); 2646 op->remove ();
2346 op->x = env->x; 2647 op->x = env->x;
2347 op->y = env->y; 2648 op->y = env->y;
2348 if (env->type == PLAYER) 2649 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2650 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2651 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2652 }
2653 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2654 remove_unpaid_objects (op->inv, env);
2353 op=next; 2655 op = next;
2354 } 2656 }
2355} 2657}
2356 2658
2357 2659
2358/* 2660/*
2360 * Moved from apply.c to player.c - player.c is what 2662 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2663 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2664 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2665 * but there isn't one in the server directory.
2364 */ 2666 */
2667char *
2365char *gravestone_text (object *op) 2668gravestone_text (object *op)
2366{ 2669{
2367 static char buf2[MAX_BUF]; 2670 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2671 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2672 time_t now = time (NULL);
2370 2673
2371 strcpy (buf2, " R.I.P.\n\n"); 2674 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2675 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2677 else
2375 sprintf (buf, "%s\n", op->name); 2678 sprintf (buf, "%s\n", &op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2680 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2681 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2682 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2683 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2686 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2687 if (op->type == PLAYER)
2688 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2689 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2690 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2691 strcat (buf2, buf);
2388 } 2692 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2694 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2695 strcat (buf2, buf);
2392 return buf2; 2696 return buf2;
2393} 2697}
2394 2698
2395 2699
2396 2700
2701void
2397void do_some_living(object *op) { 2702do_some_living (object *op)
2703{
2398 int last_food=op->stats.food; 2704 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2705 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2706 int over_hp, over_sp, over_grace;
2401 int i; 2707 int i;
2402 int rate_hp = 1200; 2708 int rate_hp = 1200;
2403 int rate_sp = 2500; 2709 int rate_sp = 2500;
2404 int rate_grace = 2000; 2710 int rate_grace = 2000;
2405 const int max_hp = 1; 2711 const int max_hp = 1;
2406 const int max_sp = 1; 2712 const int max_sp = 1;
2407 const int max_grace = 1; 2713 const int max_grace = 1;
2408 2714
2409 if (op->contr->outputs_sync) { 2715 if (op->contr->outputs_sync)
2716 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2719 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2720 }
2415 2721
2416 if(op->contr->state==ST_PLAYING) { 2722 if (op->contr->state == ST_PLAYING)
2723 {
2417 2724
2418 /* these next three if clauses make it possible to SLOW DOWN 2725 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2726 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2727 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2729 else
2730 {
2423 gen_hp = op->stats.maxhp; 2731 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2733 }
2426 if(op->contr->gen_sp >= 0 ) 2734 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2736 else
2737 {
2429 gen_sp = op->stats.maxsp; 2738 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2740 }
2432 if(op->contr->gen_grace >= 0) 2741 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2743 else
2744 {
2435 gen_grace = op->stats.maxgrace; 2745 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2747 }
2438 2748
2439 /* Regenerate Spell Points */ 2749 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2753 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2754 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2755 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2756 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2463 } 2764 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2487 } else { 2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0)
2795 {
2796 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */
2798 if (max_grace > 1)
2799 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0)
2802 {
2803 op->stats.sp += over_grace
2804 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2805 op->last_grace = 0;
2806 }
2807 else
2808 {
2809 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2810 }
2811 }
2812 else
2813 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2815 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2816 /* wearing stuff doesn't detract from grace generation. */
2491 } 2817 }
2492 2818
2493 /* Regenerate Hit Points */ 2819 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2820 if (--op->last_heal < 0)
2821 {
2495 if(op->stats.hp<op->stats.maxhp) { 2822 if (op->stats.hp < op->stats.maxhp)
2823 {
2496 op->stats.hp++; 2824 op->stats.hp++;
2497 /* dms do not consume food */ 2825 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2826 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2827 {
2828 op->stats.food--;
2500 if(op->contr->digestion<0) 2829 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2830 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2832 op->stats.food = last_food;
2833 }
2834 }
2835 if (max_hp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841 op->last_heal = 0;
2842 }
2843 else
2844 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 }
2847 }
2848 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 }
2505 } 2852 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2853
2521 /* Digestion */ 2854 /* Digestion */
2522 if(--op->last_eat<0) { 2855 if (--op->last_eat < 0)
2856 {
2523#ifdef COZY_SERVER 2857#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2860#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2862#endif
2531 2863
2532 if(op->contr->gen_hp > 0) 2864 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2866 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2868 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2869 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2870 op->stats.food--;
2871 }
2539 } 2872 }
2540 2873
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875 {
2542 object *tmp, *flesh=NULL; 2876 object *tmp, *flesh = NULL;
2543 2877
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2885 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2886 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2887 break;
2551 } 2888 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2889 else if (tmp->type == FLESH)
2890 flesh = tmp;
2553 } /* End if paid for object */ 2891 } /* End if paid for object */
2554 } /* end of for loop */ 2892 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2893 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2894 * eat flesh instead.
2557 */ 2895 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2899 manual_apply (op, flesh, 0);
2561 } 2900 }
2562 } /* end if player is starving */ 2901 } /* end if player is starving */
2563 2902
2564 while(op->stats.food<0&&op->stats.hp>0) 2903 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2904 op->stats.food++, op->stats.hp--;
2566 2905
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2907 kill_player (op);
2569} 2908}
2570 2909
2571 2910
2572 2911
2573/* If the player should die (lack of hp, food, etc), we call this. 2912/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2913 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2914 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2915 * file.
2577 */ 2916 */
2917void
2578void kill_player(object *op) 2918kill_player (object *op)
2579{ 2919{
2580 char buf[MAX_BUF]; 2920 char buf[MAX_BUF];
2581 int x,y,i; 2921 int x, y;
2922
2923 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2924 maptile *map; /* this is for resurrection */
2925
2583 int z; 2926 /* int z;
2584 int num_stats_lose; 2927 int num_stats_lose;
2585 int lost_a_stat; 2928 int lost_a_stat;
2586 int lose_this_stat; 2929 int lose_this_stat;
2587 int this_stat; 2930 int this_stat; */
2588 int will_kill_again; 2931 int will_kill_again;
2589 archetype *at; 2932 archetype *at;
2590 object *tmp; 2933 object *tmp;
2591 2934
2592 if(save_life(op)) 2935 if (save_life (op))
2593 return; 2936 return;
2594 2937
2595 2938
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2939 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2940 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2941 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2942 */
2600 if (op_on_battleground(op, &x, &y)) { 2943 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2944 {
2602 "You have been defeated in combat!"); 2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2947
2605
2606 /* restore player */ 2948 /* restore player */
2607 at = find_archetype("poisoning"); 2949 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2951 if (tmp)
2610 remove_ob(tmp); 2952 {
2611 free_object(tmp); 2953 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2955 }
2614 2956
2615 at = find_archetype("confusion"); 2957 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2958 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2959 if (tmp)
2618 remove_ob(tmp); 2960 {
2619 free_object(tmp); 2961 tmp->destroy ();
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
3182 if (tmp)
3183 {
3184 tmp->destroy ();
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 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 }
3195
3196 cure_disease (op, 0); /* remove any disease */
3197
3198 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100)
3201 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205
3206 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if
3208 * the player has any unpaid items. If so, remove them and put them back
3209 * in the map.
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op);
3214
3215 /****************************************/
3216 /* */
3217 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */
3219 /* */
3220 /****************************************/
3221
3222 enter_player_savebed (op);
3223
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0;
3228 save_player (op, 1);
3229
3230 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player.
3234 */
3235 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype;
3239
3240 if (will_kill_again)
3241 {
3242 object *force;
3243 int at;
3244
3245 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1;
3248 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100;
3253
3254 insert_ob_in_ob (force, op);
3255 fix_player (op);
3256
3257 }
3258
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
2789 } 3309 }
2790#endif 3310 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3311 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 3312 }
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 3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327}
3328
3329
3330void
3331loot_object (object *op)
3332{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next;
3334
3335 if (op->container)
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339
3340 for (tmp = op->inv; tmp != NULL; tmp = next)
3341 {
3342 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible)
3344 continue;
3345 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y;
3347 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */
3349 loot_object (tmp);
2845 /* 3350 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3351 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 } 3352 {
2879 if (will_kill_again) { 3353 if (tmp->nrof > 1)
2880 object *force; 3354 {
2881 int at; 3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 3356 tmp2->destroy ();
2883 force=get_archetype(FORCE_NAME); 3357 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 } 3358 }
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 { 3359 else
2950 delete_character(op->name,1); 3360 tmp->destroy ();
2951 } 3361 }
2952 } 3362 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3363 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 } 3364 }
2997} 3365}
2998 3366
2999/* 3367/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3368 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3369 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3370 * was changed.
3003 */ 3371 */
3004 3372
3373void
3005void fix_weight(void) { 3374fix_weight (void)
3375{
3006 player *pl; 3376 player *pl;
3377
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381
3009 if(old == sum) 3382 if (old == sum)
3010 continue; 3383 continue;
3011 fix_player(pl->ob); 3384 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3386 }
3015} 3387}
3016 3388
3389void
3017void fix_luck(void) { 3390fix_luck (void)
3391{
3018 player *pl; 3392 player *pl;
3393
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3394 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3395 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3396 change_luck (pl->ob, 0);
3022} 3397}
3023 3398
3024 3399
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3400/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3401 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3402 * just treat this as any other spell casting object.
3028 */ 3403 */
3029 3404
3030void 3405void
3031cast_dust (object * op, object * throw_ob, int dir) 3406cast_dust (object *op, object *throw_ob, int dir)
3032{ 3407{
3033 object *skop, *spob; 3408 object *skop, *spob;
3034 3409
3035 skop = find_skill_by_name (op, throw_ob->skill); 3410 skop = find_skill_by_name (op, throw_ob->skill);
3036 3411
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3412 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3413 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3414 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3415 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3416 return;
3043 } 3417 }
3044 3418
3045 spob = throw_ob->inv; 3419 spob = throw_ob->inv;
3046 3420
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3421 // 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 3422 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3423 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3424 if (!spob)
3051 { 3425 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3426 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; 3427 return;
3055 } 3428 }
3056 3429
3057 if (op->type == PLAYER) 3430 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3431 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3432
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3433 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3434
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3435 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3436}
3066 3437
3438void
3067void make_visible (object *op) { 3439make_visible (object *op)
3440{
3068 op->hide = 0; 3441 op->hide = 0;
3069 op->invisible = 0; 3442 op->invisible = 0;
3070 if(op->type==PLAYER) { 3443 if (op->type == PLAYER)
3444 {
3071 op->contr->tmp_invis = 0; 3445 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3446 op->contr->invis_race = 0;
3073 } 3447 }
3074 update_object(op,UP_OBJ_FACE); 3448 update_object (op, UP_OBJ_FACE);
3075} 3449}
3076 3450
3451int
3077int is_true_undead(object *op) { 3452is_true_undead (object *op)
3453{
3078 object *tmp=NULL; 3454 object *tmp = NULL;
3079 3455
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1;
3081 3458
3082 if(op->type==PLAYER) 3459 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3086 return 0; 3464 return 0;
3087} 3465}
3088 3466
3089/* look at the surrounding terrain to determine 3467/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3468 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3469 * indicate greater hideability.
3092 */ 3470 */
3093 3471
3472int
3094int hideability(object *ob) { 3473hideability (object *ob)
3474{
3095 int i,level=0, mflag; 3475 int i, level = 0, mflag;
3096 sint16 x,y; 3476 sint16 x, y;
3097 3477
3098 if(!ob||!ob->map) return 0; 3478 if (!ob || !ob->map)
3479 return 0;
3099 3480
3100 /* so, on normal lighted maps, its hard to hide */ 3481 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3482 level = ob->map->darkness - 2;
3102 3483
3103 /* this also picks up whether the object is glowing. 3484 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3485 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3486 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3487 if (has_carried_lights (ob))
3488 level = -(10 + (2 * ob->map->darkness));
3107 3489
3108 /* scan through all nearby squares for terrain to hide in */ 3490 /* 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]) { 3491 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3492 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3493 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3494 if (mflag & P_OUT_OF_MAP)
3495 {
3496 continue;
3497 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3498 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3499 level += 2;
3114 else /* open terrain! */ 3500 else /* open terrain! */
3115 level -= 1; 3501 level -= 1;
3116 } 3502 }
3117 3503
3118#if 0 3504#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3505 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3506#endif
3121 return level; 3507 return level;
3122} 3508}
3123 3509
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3510/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3511 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3512 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3513 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3514 */
3129 3515
3516void
3130void do_hidden_move (object *op) { 3517do_hidden_move (object *op)
3518{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3520 object *skop;
3133 3521
3134 if(!op || !op->map) return; 3522 if (!op || !op->map)
3523 return;
3135 3524
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3526
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3527 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3528 if (op->type == PLAYER && op->contr->run_on)
3529 {
3140 if(!skop || num >= skop->level) { 3530 if (!skop || num >= skop->level)
3531 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3532 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3533 make_visible (op);
3143 return; 3534 return;
3535 }
3536 else
3144 } else num += 20; 3537 num += 20;
3145 } 3538 }
3146 num += op->map->difficulty; 3539 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3540 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3541 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 {
3150 make_visible(op); 3544 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3545 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3546 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3547 }
3154 else if (op->type == PLAYER && skop) { 3548 else if (op->type == PLAYER && skop)
3549 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3550 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3551 }
3157} 3552}
3158 3553
3159/* determine if who is standing near a hostile creature. */ 3554/* determine if who is standing near a hostile creature. */
3160 3555
3556int
3161int stand_near_hostile( object *who ) { 3557stand_near_hostile (object *who)
3558{
3162 object *tmp=NULL; 3559 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3560 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3561 maptile *m;
3165 sint16 x,y; 3562 sint16 x, y;
3166 3563
3167 if(!who) return 0; 3564 if (!who)
3565 return 0;
3168 3566
3169 if(who->type==PLAYER) player=1; 3567 if (who->type == PLAYER)
3568 player = 1;
3569
3570 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3571 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3572
3172 /* search adjacent squares */ 3573 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3574 for (i = 1; i < 9; i++)
3575 {
3174 x = who->x+freearr_x[i]; 3576 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3577 y = who->y + freearr_y[i];
3176 m = who->map; 3578 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3579 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3580 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3581 * blocked, don't need to check this space.
3180 */ 3582 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3583 if (mflags & P_OUT_OF_MAP)
3584 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3586 continue;
3587
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3589 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1;
3592 else if (tmp->type == PLAYER)
3593 {
3594 /*don't let a hidden DM prevent you from hiding */
3595 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3596 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 } 3597 }
3194 } 3598 }
3195 } 3599 }
3196 return 0; 3600 return 0;
3197} 3601}
3198 3602
3199/* check the player los field for viewability of the 3603/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3604 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3605 * 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. 3612 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3613 * -b.t.
3210 * This function is now map tiling safe. 3614 * This function is now map tiling safe.
3211 */ 3615 */
3212 3616
3617int
3213int player_can_view (object *pl,object *op) { 3618player_can_view (object *pl, object *op)
3619{
3214 rv_vector rv; 3620 rv_vector rv;
3215 int dx,dy; 3621 int dx, dy;
3216 3622
3217 if(pl->type!=PLAYER) { 3623 if (pl->type != PLAYER)
3624 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3625 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3626 return -1;
3220 } 3627 }
3221 if (!pl || !op) return 0; 3628 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; 3629 return 0;
3630
3631 if (op->head)
3632 {
3633 op = op->head;
3634 }
3635 get_rangevector (pl, op, &rv, 0x1);
3636
3637 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any
3639 * part that is in the los array but isnt on
3640 * a blocked los square.
3641 * we use the archetype to figure out offsets.
3642 */
3643 while (op)
3644 {
3645 dx = rv.distance_x + op->arch->clone.x;
3646 dy = rv.distance_y + op->arch->clone.y;
3647
3648 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values.
3651 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3655 return 1;
3656 op = op->more;
3657 }
3658 return 0;
3247} 3659}
3248 3660
3249/* routine for both players and monsters. We call this when 3661/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3662 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3663 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3664 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3665 * return 0.
3254 */ 3666 */
3667int
3255int action_makes_visible (object *op) { 3668action_makes_visible (object *op)
3669{
3256 3670
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3671 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3672 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3673 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3674 return 0;
3260 3675
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3676 if (op->contr && op->contr->tmp_invis == 0)
3677 return 0;
3262 3678
3263 /* If monsters, they should become visible */ 3679 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3680 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3681 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3682 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3683 return 1;
3267 } 3684 }
3268 } 3685 }
3269 return 0; 3686 return 0;
3270} 3687}
3271 3688
3272/* op_on_battleground - checks if the given object op (usually 3689/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3690 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3691 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3692 * -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 3693 * 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 3694 * 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 3695 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3696 */
3697int
3280int op_on_battleground (object *op, int *x, int *y) { 3698op_on_battleground (object *op, int *x, int *y)
3699{
3281 object *tmp; 3700 object *tmp;
3282 3701
3283 /* A battleground-tile needs the following attributes to be valid: 3702 /* 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), 3703 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3704 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3705 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3706 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3707 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3708 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3709 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3710 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3711 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3712 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3713 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3714 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3715 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3716 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3717 {
3296 object *invtmp; 3718 object *invtmp;
3719
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3720 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3721 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3722 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3723 {
3300 if (x != NULL && y != NULL) 3724 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3725 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3726 return 1;
3727 }
3303 } 3728 }
3304 } 3729 }
3305 }
3306 if (x != NULL && y != NULL) 3730 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3731 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3732 return 1;
3733 }
3309 } 3734 }
3310 }
3311 } 3735 }
3312 /* If we got here, did not find a battleground */ 3736 /* If we got here, did not find a battleground */
3313 return 0; 3737 return 0;
3314} 3738}
3315 3739
3316/* 3740/*
3320 * attributes: 3744 * attributes:
3321 * object *who the dragon player 3745 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3746 * int atnr the attack-number of the ability focus
3323 * int level ability level 3747 * int level ability level
3324 */ 3748 */
3749void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3750dragon_ability_gain (object *who, int atnr, int level)
3751{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3752 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3753 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3754 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3755 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3756 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3757 int i = 0, j = 0;
3332 3758
3333 /* get the appropriate treasurelist */ 3759 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3760 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3761 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3762 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3763 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3764 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3765 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3766 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3767 trlist = find_treasurelist ("dragon_ability_poison");
3342 3768
3343 if (trlist == NULL || who->type != PLAYER) 3769 if (trlist == NULL || who->type != PLAYER)
3770 return;
3771
3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773
3774 if (tr == NULL || tr->item == NULL)
3775 {
3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777 return;
3778 }
3779
3780 /* everything seems okay - now bring on the gift: */
3781 item = &(tr->item->clone);
3782
3783 if (item->type == SPELL)
3784 {
3785 if (check_spell_known (who, item->name))
3344 return; 3786 return;
3345 3787
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3788 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3789 do_learn_spell (who, item, 0);
3348 3790 return;
3349 if (tr == NULL || tr->item == NULL) { 3791 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3792
3793 /* grant direct spell */
3794 if (item->type == SPELLBOOK)
3795 {
3796 if (!item->inv)
3797 {
3798 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3799 return;
3800 }
3801 if (check_spell_known (who, item->inv->name))
3351 return; 3802 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) { 3803 if (item->invisible)
3804 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3805 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); 3806 do_learn_spell (who, item->inv, 0);
3378 return; 3807 return;
3379 } 3808 }
3380 } 3809 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3810 else if (item->type == SKILL_TOOL && item->invisible)
3811 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3812 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3813 {
3383 3814
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3815 /* 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 3816 * 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, 3817 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3818 * but not all of them, he gets nothing.
3388 */ 3819 */
3389 if (!(skop->attacktype & item->attacktype)) { 3820 if (!(skop->attacktype & item->attacktype))
3821 {
3390 /* Give new attacktype */ 3822 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3823 skop->attacktype |= item->attacktype;
3392 3824
3393 /* always add physical if there's none */ 3825 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3826 skop->attacktype |= AT_PHYSICAL;
3395 3827
3396 if (item->msg != NULL) 3828 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3829 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3830
3399 /* Give player new face */ 3831 /* Give player new face */
3400 if (item->animation_id) { 3832 if (item->animation_id)
3833 {
3401 who->face = skop->face; 3834 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3835 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3836 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3837 who->last_anim = 0;
3405 who->state = 0; 3838 who->state = 0;
3406 animate_object(who, who->direction); 3839 animate_object (who, who->direction);
3407 } 3840 }
3408 } 3841 }
3409 } 3842 }
3410 } 3843 }
3411 else if (item->type == FORCE) { 3844 else if (item->type == FORCE)
3845 {
3412 /* forces in the treasurelist can alter the player's stats */ 3846 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3847 object *skin;
3848
3414 /* first get the dragon skin force */ 3849 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3850 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; 3851 if (skin == NULL)
3418 3852 return;
3853
3419 /* adding new spellpath attunements */ 3854 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3857 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3858
3423 /* print message */ 3859 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3860 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3861 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3862 {
3426 if(item->path_attuned & (1<<i)) { 3863 if (item->path_attuned & (1 << i))
3864 {
3427 if (j) 3865 if (j)
3428 strcat(buf," and "); 3866 strcat (buf, " and ");
3429 else 3867 else
3430 j = 1; 3868 j = 1;
3431 strcat(buf, spellpathnames[i]); 3869 strcat (buf, spellpathnames[i]);
3432 } 3870 }
3433 } 3871 }
3434 strcat(buf,"."); 3872 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3874 }
3437 3875
3438 /* evtl. adding flags: */ 3876 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3877 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3878 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3879 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3880 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3881 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3882 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3883
3446 /* print message if there is one */ 3884 /* print message if there is one */
3447 if (item->msg != NULL) 3885 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3886 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3887 }
3888 else
3449 } 3889 {
3450 else {
3451 /* generate misc. treasure */ 3890 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3891 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3892 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); 3893 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3894 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3895 esrv_send_item (who, tmp);
3457 } 3896 }
3458} 3897}
3459 3898
3460/** 3899/**
3461 * Unready an object for a player. This function does nothing if the object was 3900 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3901 * not readied.
3463 */ 3902 */
3903void
3464void player_unready_range_ob(player *pl, object *ob) { 3904player_unready_range_ob (player *pl, object *ob)
3905{
3465 rangetype i; 3906 rangetype i;
3466 3907
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3909 {
3468 if (pl->ranges[i] == ob) { 3910 if (pl->ranges[i] == ob)
3911 {
3469 pl->ranges[i] = NULL; 3912 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3913 if (pl->shoottype == i)
3914 {
3471 pl->shoottype = range_none; 3915 pl->shoottype = range_none;
3472 } 3916 }
3473 } 3917 }
3474 } 3918 }
3475} 3919}

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