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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 1.43 by root, Sat Dec 16 03:08:26 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__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
45#endif 35#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 player *pl;
41
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 43 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 45 return pl;
54 }; 46 };
55 return NULL; 47 return NULL;
56} 48}
57 49
50player *
58player* find_player_partial_name( const char* plname ) 51find_player_partial_name (const char *plname)
59 { 52{
60 player* pl; 53 player *pl;
61 player* found = NULL; 54 player *found = NULL;
62 size_t namelen = strlen( plname ); 55 size_t namelen = strlen (plname);
56
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 57 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 58 {
65 if ( strlen( pl->ob->name ) < namelen ) 59 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 60 continue;
67 61
68 if ( !strcmp( pl->ob->name, plname) ) 62 if (!strcmp (pl->ob->name, plname))
69 return pl; 63 return pl;
70 64
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 65 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 66 {
73 if ( found ) 67 if (found)
74 return NULL; 68 return NULL;
75 69
76 found = pl; 70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return;
89 }
90 motd[0] = '\0';
91 size = 0;
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf);
98 }
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_rules (const object *op)
105{
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 {
115 return;
116 }
117 rules[0] = '\0';
118 size = 0;
119 while (fgets (buf, MAX_BUF, fp) != NULL)
120 {
121 if (*buf == '#')
122 continue;
123 if (size + strlen (buf) >= HUGE_BUF)
124 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break;
127 }
128 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf);
130 }
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp);
133}
134
135void
136send_news (const object *op)
137{
138 char buf[MAX_BUF];
139 char news[HUGE_BUF];
140 char subject[MAX_BUF];
141 FILE *fp;
142 int comp;
143 int size;
144
145 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return;
148 news[0] = '\0';
149 subject[0] = '\0';
150 size = 0;
151 while (fgets (buf, MAX_BUF, fp) != NULL)
152 {
153 if (*buf == '#')
154 continue;
155 if (*buf == '%')
156 { /* send one news */
157 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1);
160 strip_endline (subject);
161 size = 0;
162 news[0] = '\0';
163 }
164 else
165 {
166 if (size + strlen (buf) >= HUGE_BUF)
167 {
168 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 break;
77 } 170 }
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); 171 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 172 size += strlen (buf);
170 } 173 }
171 }
172 174 }
175
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 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); 178 close_and_delete (fp, comp);
179} 179}
180 180
181int
181int playername_ok(const char *cp) { 182playername_ok (const char *cp)
183{
182 /* Don't allow - or _ as first character in the name */ 184 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 185 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; 186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
189} 192}
190 193
191/* This no longer sets the player map. Also, it now updates 194/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 195 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 196 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 200 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 201 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 202 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 203 * the one that is passed.
201 */ 204 */
202static player* get_player(player *p) { 205static player *
206get_player (player *p)
207{
203 object *op=arch_to_object(get_player_archetype(NULL)); 208 object *op = arch_to_object (get_player_archetype (0));
204 int i; 209 int i;
205 210
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * 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
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except 211 /* Clears basically the entire player structure except
229 * for next and socket. 212 * for next and socket.
230 */ 213 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 214 p->clear ();
232 p->attachable_init (); //HACK
233 215
234 /* There are some elements we want initialized to non zero value - 216 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 217 * we deal with that below this point.
236 */ 218 */
237 p->party=NULL; 219 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 220 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 221 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 222 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 223 p->Swap_First = -1;
242 224
243#ifdef AUTOSAVE 225#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 226 p->last_save_tick = 9999999;
245#endif 227#endif
246 228
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 230
249 op->contr=p; /* this aren't yet in archetype */ 231 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 232 p->ob = op;
251 op->speed_left=0.5; 233 op->speed_left = 0.5;
252 op->speed=1.0; 234 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 235 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 236 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
259 p->state=ST_ROLL_STAT; 245 p->state = ST_ROLL_STAT;
260 clear_los(op); 246 clear_los (op);
261 247
262 p->gen_sp_armour=10; 248 p->gen_sp_armour = 10;
263 p->last_speed= -1; 249 p->last_speed = -1;
264 p->shoottype=range_none; 250 p->shoottype = range_none;
265 p->bowtype=bow_normal; 251 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 252 p->petmode = pet_normal;
267 p->listening=10; 253 p->listening = 10;
268 p->usekeys=containers; 254 p->usekeys = containers;
269 p->last_weapon_sp= -1; 255 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 256 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 257 p->do_los = 1;
272 p->explore=0; 258 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 259 p->no_shout = 0; /* default can shout */
274 260
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 261 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 262 op->race = op->arch->clone.race;
278 263
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 264 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 265
281 /* we need to clear these to -1 and not zero - otherwise, 266 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 267 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 268 * send new values to the client, as things like exp start
284 * at zero. 269 * at zero.
285 */ 270 */
286 for (i=0; i < NUM_SKILLS; i++) { 271 for (i = 0; i < NUM_SKILLS; i++)
272 {
287 p->last_skill_exp[i] = -1; 273 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 274 p->last_skill_ob[i] = NULL;
289 } 275 }
276
290 for (i=0; i < NROFATTACKS; i++) { 277 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 278 p->last_resist[i] = -1;
292 } 279
293 p->last_stats.exp = -1; 280 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 281 p->last_weight = (uint32) - 1;
295 282
296 p->socket.update_look=0; 283 p->socket->update_look = 0;
297 p->socket.look_position=0; 284 p->socket->look_position = 0;
285
298 return p; 286 return p;
299} 287}
300
301 288
302/* This loads the first map an puts the player on it. */ 289/* This loads the first map an puts the player on it. */
290static void
303static void set_first_map(object *op) 291set_first_map (object *op)
304{ 292{
305 strcpy(op->contr->maplevel, first_map_path); 293 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 294 op->x = -1;
307 op->y = -1; 295 op->y = -1;
308 enter_exit(op, NULL); 296 enter_exit (op, NULL);
309} 297}
310 298
311/* Tries to add player on the connection passwd in ns. 299/* 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 300 * All we can really get in this is some settings like host and display
313 * mode. 301 * mode.
314 */ 302 */
315 303
316int add_player(NewSocket *ns) { 304int
317 player *p; 305add_player (client *ns)
306{
307 player *p = new player;
318 308
319 p=get_player(NULL);
320 p->socket = *ns; 309 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 310 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 311
323 fatal(OUT_OF_MEMORY); 312 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 313 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 314
326 * Note that this can result in a client reset if there is partial data 315 p = get_player (p);
327 * on the uncoming socket. 316
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 317 set_first_map (p->ob);
331 318
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 320 add_friendly_object (p->ob);
334 send_rules(p->ob); 321 send_rules (p->ob);
335 send_news(p->ob); 322 send_news (p->ob);
336 display_motd(p->ob); 323 display_motd (p->ob);
337 get_name(p->ob); 324 get_name (p->ob);
325
338 return 0; 326 return 0;
339} 327}
340 328
341/* 329/*
342 * get_player_archetype() return next player archetype from archetype 330 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 331 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 332 * Note: there MUST be at least one player archetype!
345 */ 333 */
334archetype *
346archetype *get_player_archetype(archetype* at) 335get_player_archetype (archetype *at)
347{ 336{
348 archetype *start = at; 337 archetype *start = at;
338
349 for (;;) { 339 for (;;)
340 {
350 if (at==NULL || at->next==NULL) 341 if (at == NULL || at->next == NULL)
351 at=first_archetype; 342 at = first_archetype;
352 else 343 else
353 at=at->next; 344 at = at->next;
354 if(at->clone.type==PLAYER) 345 if (at->clone.type == PLAYER)
355 return at; 346 return at;
356 if (at == start) { 347 if (at == start)
348 {
357 LOG (llevError, "No Player archetypes\n"); 349 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 350 exit (-1);
359 } 351 }
360 } 352 }
361} 353}
362 354
363 355
356object *
364object *get_nearest_player(object *mon) { 357get_nearest_player (object *mon)
358{
365 object *op = NULL; 359 object *op = NULL;
366 player *pl = NULL; 360 player *pl = NULL;
367 objectlink *ol; 361 objectlink *ol;
368 unsigned lastdist; 362 unsigned lastdist;
369 rv_vector rv; 363 rv_vector rv;
370 364
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
366 {
372 /* We should not find free objects on this friendly list, but it 367 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 368 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 369 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 370 * list is also free, so encapsulate this in a while loop.
376 */ 371 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
378 object *tmp=ol->ob; 374 object *tmp = ol->ob;
379 375
380 /* Can't do much more other than log the fact, because the object 376 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 377 * itself will have been cleared.
382 */ 378 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 380 ol = ol->next;
385 remove_friendly_object(tmp); 381 remove_friendly_object (tmp);
382 if (!ol)
386 if (!ol) return op; 383 return op;
387 } 384 }
388 385
389 /* Remove special check for player from this. First, it looks to cause 386 /* 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 387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 388 * 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 389 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 390 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 391 * on_same_map check, as can_detect_enemy also does this
395 */ 392 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 393 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 394 continue;
398 395
399 if(lastdist>rv.distance) { 396 if (lastdist > rv.distance)
397 {
400 op=ol->ob; 398 op = ol->ob;
401 lastdist=rv.distance; 399 lastdist = rv.distance;
402 } 400 }
403 } 401 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 402 for (pl = first_player; pl != NULL; pl = pl->next)
403 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 404 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406 406
407 if(lastdist>rv.distance) { 407 if (lastdist > rv.distance)
408 {
408 op=pl->ob; 409 op = pl->ob;
409 lastdist=rv.distance; 410 lastdist = rv.distance;
410 } 411 }
411 } 412 }
412 } 413 }
413#if 0 414#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 416#endif
416 return op; 417 return op;
417} 418}
418 419
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 420/* 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 421 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 422 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 459 * 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, 460 * 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 461 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 462 * is blocking itself.
462 */ 463 */
464int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 465path_to_player (object *mon, object *pl, unsigned mindiff)
466{
464 rv_vector rv; 467 rv_vector rv;
465 sint16 x,y; 468 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 469 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 470 maptile *m, *lastmap;
468 471
469 get_rangevector(mon, pl, &rv, 0); 472 get_rangevector (mon, pl, &rv, 0);
470 473
471 if (rv.distance<mindiff) return 0; 474 if (rv.distance < mindiff)
475 return 0;
472 476
473 x=mon->x; 477 x = mon->x;
474 y=mon->y; 478 y = mon->y;
475 m=mon->map; 479 m = mon->map;
476 dir = rv.direction; 480 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 481 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); 482 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. */ 483 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 484 if (diff > max)
485 return 0;
481 while (diff >1 && max>0) { 486 while (diff > 1 && max > 0)
487 {
482 lastx = x; 488 lastx = x;
483 lasty = y; 489 lasty = y;
484 lastmap = m; 490 lastmap = m;
485 x = lastx + freearr_x[dir]; 491 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 492 y = lasty + freearr_y[dir];
487 493
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 494 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); 495 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 496
491 /* Space is blocked - try changing direction a little */ 497 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 498 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)))) { 499 && (m == mon->map && blocked_link (mon, m, x, y))))
500 {
494 /* recalculate direction from last good location. Possible 501 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 502 * we were not traversing ideal location before.
496 */ 503 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 504 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 505 if (rv.direction != dir)
506 {
499 /* OK - says direction should be different - lets reset the 507 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 508 * the values so it will try again.
501 */ 509 */
502 x = lastx; 510 x = lastx;
503 y = lasty; 511 y = lasty;
504 m = lastmap; 512 m = lastmap;
505 dir = firstdir = rv.direction; 513 dir = firstdir = rv.direction;
514 }
506 } else { 515 else
516 {
507 /* direct path is blocked - try taking a side step to 517 /* direct path is blocked - try taking a side step to
508 * either the left or right. 518 * either the left or right.
509 * Note increase the values in the loop below to be 519 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 520 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 521 * 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 522 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 523 * stepping back and forth
514 */ 524 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 525 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526 {
527 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 528 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 529 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 530 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 531 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 532 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 533 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 534 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 535 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 536 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 537 * the last direction the creature has successfully
526 * moved. 538 * moved.
527 */ 539 */
528 540
529 x = lastx + freearr_x[absdir(lastdir+i)]; 541 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 542 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 543 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 545 if (mflags & P_OUT_OF_MAP)
546 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 547 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 548 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
549 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 550 if (mflags & P_BLOCKSVIEW)
551 continue;
537 552
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 553 if (m == mon->map && blocked_link (mon, m, x, y))
554 break;
539 } 555 }
540 /* go through entire loop without finding a valid 556 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 557 * sidestep to take - thus, no valid path.
542 */ 558 */
543 if (i==(DETOUR_AMOUNT+1)) 559 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 560 return 0;
545 diff--; 561 diff--;
546 lastdir=dir; 562 lastdir = dir;
547 max--; 563 max--;
548 if (!firstdir) firstdir = dir+i; 564 if (!firstdir)
565 firstdir = dir + i;
549 } /* else check alternate directions */ 566 } /* else check alternate directions */
550 } /* if blocked */ 567 } /* if blocked */
551 else { 568 else
569 {
552 /* we moved towards creature, so diff is less */ 570 /* we moved towards creature, so diff is less */
553 diff--; 571 diff--;
554 max--; 572 max--;
555 lastdir=dir; 573 lastdir = dir;
574 if (!firstdir)
556 if (!firstdir) firstdir = dir; 575 firstdir = dir;
576 }
577 if (diff <= 1)
557 } 578 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 579 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 580 * headed toward player for entire distance.
561 */ 581 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 582 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); 583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 584 }
565 if (diff>max) return 0; 585 if (diff > max)
586 return 0;
566 } 587 }
567 /* If we reached the max, didn't find a direction in time */ 588 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 589 if (!max)
590 return 0;
569 591
570 return firstdir; 592 return firstdir;
571} 593}
572 594
595void
573void give_initial_items(object *pl,treasurelist *items) { 596give_initial_items (object *pl, treasurelist * items)
597{
574 object *op,*next=NULL; 598 object *op, *next = NULL;
575 599
576 if(pl->randomitems!=NULL) 600 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 602
579 for (op=pl->inv; op; op=next) { 603 for (op = pl->inv; op; op = next)
604 {
580 next = op->below; 605 next = op->below;
581 606
582 /* Forces get applied per default, unless they have the 607 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 608 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 609 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 610 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 611 SET_FLAG (op, FLAG_APPLIED);
587 612
588 /* we never give weapons/armour if these cannot be used 613 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 614 * by this player due to race restrictions
590 */ 615 */
591 if (pl->type == PLAYER) { 616 if (pl->type == PLAYER)
617 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 619 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 620 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 621 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 622 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 } 623 {
602 } 624 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; 625 continue;
622 } 626 }
623 if (op->nrof > 1) op->nrof = 1; 627 }
628
629 /* This really needs to be better - we should really give
630 * a substitute spellbook. The problem is that we don't really
631 * have a good idea what to replace it with (need something like
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */
635 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 636 {
637 object *tmp;
625 638
639 for (tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 {
645 op->destroy ();
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
647 continue;
648 }
649
650 if (op->nrof > 1)
651 op->nrof = 1;
652 }
653
626 if (op->type == SPELLBOOK && op->inv) { 654 if (op->type == SPELLBOOK && op->inv)
655 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 657 }
629 658
630 /* Give starting characters identified, uncursed, and undamned 659 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 660 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 661 * merged properly.
633 */ 662 */
634 if (need_identify(op)) { 663 if (need_identify (op))
664 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 665 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 666 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 667 CLEAR_FLAG (op, FLAG_DAMNED);
668 }
669 if (op->type == SPELL)
638 } 670 {
639 if(op->type==SPELL) { 671 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 672 continue;
673 }
674 else if (op->type == SKILL)
643 } 675 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 676 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 677 op->stats.exp = 0;
647 op->level = 1; 678 op->level = 1;
648 } 679 }
649 /* lock all 'normal items by default */ 680 /* lock all 'normal items by default */
681 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 682 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 683 } /* for loop of objects in player inv */
652 684
653 /* Need to set up the skill pointers */ 685 /* Need to set up the skill pointers */
654 link_player_skills(pl); 686 link_player_skills (pl);
655} 687}
656 688
689void
657void get_name(object *op) { 690get_name (object *op)
691{
658 op->contr->write_buf[0]='\0'; 692 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 693 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 694 send_query (op->contr->socket, 0, "What is your name?\n:");
661} 695}
662 696
697void
663void get_password(object *op) { 698get_password (object *op)
699{
664 op->contr->write_buf[0]='\0'; 700 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 701 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 703}
668 704
705void
669void play_again(object *op) 706play_again (object *op)
670{ 707{
671 op->contr->state=ST_PLAY_AGAIN; 708 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 709 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 710 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 711 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 712 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 713 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 714 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 715 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 716 * to leave it to play_again to remove the object in all
680 * cases. 717 * cases.
681 */ 718 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 719 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 720 op->remove ();
684 /* Need to set this to null - otherwise, it could point to garbage, 721 /* 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 722 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 723 * the map is null or not swapped out.
687 */ 724 */
688 op->map = NULL; 725 op->map = NULL;
689} 726}
690 727
691 728int
692int receive_play_again(object *op, char key) 729receive_play_again (object *op, char key)
693{ 730{
694 if(key=='q'||key=='Q') { 731 if (key == 'q' || key == 'Q')
732 {
695 remove_friendly_object(op); 733 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 734 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 735 return 2;
698 } 736 }
699 else if(key=='a'||key=='A') { 737 else if (key == 'a' || key == 'A')
738 {
700 player *pl = op->contr; 739 player *pl = op->contr;
701 const char *name = op->name; 740 shstr name = op->name;
702 741
703 add_refcount(name); 742 op->contr = 0;
704 remove_friendly_object(op); 743 op->type = 0;
705 free_object(op); 744 op->destroy (1);
706 pl = get_player(pl); 745 pl = get_player (pl);
707 op = pl->ob; 746 op = pl->ob;
708 add_friendly_object(op); 747 add_friendly_object (op);
709 op->contr->password[0]='~'; 748 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 749 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 750 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 752 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 753 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 754 set_first_map (op);
719 } else { 755 }
756 else
720 /* user pressed something else so just ask again... */ 757 /* user pressed something else so just ask again... */
721 play_again(op); 758 play_again (op);
722 } 759
723 return 0; 760 return 0;
724} 761}
725 762
763void
726void confirm_password(object *op) { 764confirm_password (object *op)
765{
727 766
728 op->contr->write_buf[0]='\0'; 767 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 768 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 770}
732 771
772void
733void get_party_password(object *op, partylist *party) { 773get_party_password (object *op, partylist *party)
774{
734 if (party == NULL) { 775 if (party == NULL)
776 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 778 return;
737 } 779 }
738 op->contr->write_buf[0]='\0'; 780 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 781 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 782 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 784}
743 785
744 786
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int
746int roll_stat(void) { 789roll_stat (void)
790{
747 int a[4],i,j,k; 791 int a[4], i, j, k;
748 792
749 for(i=0;i<4;i++) 793 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 794 a[i] = (int) RANDOM () % 6 + 1;
751 795
752 for(i=0,j=0,k=7;i<4;i++) 796 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 797 if (a[i] < k)
754 k=a[i],j=i; 798 k = a[i], j = i;
755 799
756 for(i=0,k=0;i<4;i++) { 800 for (i = 0, k = 0; i < 4; i++)
801 {
757 if(i!=j) 802 if (i != j)
758 k+=a[i]; 803 k += a[i];
759 } 804 }
760 return k; 805 return k;
761} 806}
762 807
808void
763void roll_stats(object *op) { 809roll_stats (object *op)
810{
764 int sum=0; 811 int sum = 0;
765 int i = 0, j = 0; 812 int i = 0, j = 0;
766 int statsort[7]; 813 int statsort[7];
767 814
815 do
768 do { 816 {
769 op->stats.Str=roll_stat(); 817 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 818 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 819 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 820 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 821 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 822 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 823 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 824 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+ 825 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 826 while (sum < 82 || sum > 116);
780 827
781 /* Sort the stats so that rerolling is easier... */ 828 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 829 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 830 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 831 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 832 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 833 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 834 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 835 statsort[6] = op->stats.Cha;
789 836
790 /* a quick and dirty bubblesort? */ 837 /* a quick and dirty bubblesort? */
838 do
791 do { 839 {
792 if (statsort[i] < statsort[i + 1]) { 840 if (statsort[i] < statsort[i + 1])
841 {
793 j = statsort[i]; 842 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 843 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 844 statsort[i + 1] = j;
796 i = 0; 845 i = 0;
846 }
797 } else { 847 else
848 {
798 i++; 849 i++;
799 } 850 }
851 }
800 } while (i < 6); 852 while (i < 6);
801 853
802 op->stats.Str = statsort[0]; 854 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 855 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 856 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 857 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 858 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 859 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 860 op->stats.Cha = statsort[6];
809 861
810 862
811 op->contr->orig_stats.Str=op->stats.Str; 863 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 864 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 865 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 866 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 867 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 868 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 869 op->contr->orig_stats.Cha = op->stats.Cha;
818 870
819 op->level=1; 871 op->level = 1;
820 op->stats.exp=0; 872 op->stats.exp = 0;
821 op->stats.ac=0; 873 op->stats.ac = 0;
822 874
823 op->contr->levhp[1] = 9; 875 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 876 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 877 op->contr->levgrace[1] = 3;
826 878
827 fix_player(op); 879 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 880 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 881 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 882 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 883 op->contr->orig_stats = op->stats;
832} 884}
833 885
886void
834void Roll_Again(object *op) 887Roll_Again (object *op)
835{ 888{
836 esrv_new_player(op->contr, 0); 889 esrv_new_player (op->contr, 0);
890 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)? "); 891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 892}
839 893
894void
840void Swap_Stat(object *op,int Swap_Second) 895Swap_Stat (object *op, int Swap_Second)
841{ 896{
842 signed char tmp; 897 signed char tmp;
843 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
844 899
845 if ( op->contr->Swap_First == -1 ) { 900 if (op->contr->Swap_First == -1)
901 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 902 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,"); 903 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"); 904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 905 return;
850 } 906 }
851 907
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 909
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 910 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));
856 911
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 913
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 915 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 916 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 917 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 918 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 919 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 920 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 921 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 922 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 923 op->stats.ac = 0;
869 924
870 op->level=1; 925 op->level = 1;
871 op->stats.exp=0; 926 op->stats.exp = 0;
872 op->stats.ac=0; 927 op->stats.ac = 0;
873 928
874 op->contr->levhp[1] = 9; 929 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 930 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 931 op->contr->levgrace[1] = 3;
877 932
878 fix_player(op); 933 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 936 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 937 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 938 op->contr->Swap_First = -1;
884} 939}
885 940
886 941
887/* This code has been greatly reduced, because with set_attr_value 942/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 943 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 944 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 945 * 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 946 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 947 * the number's access that stat. The table does that translation.
893 */ 948 */
949int
894int key_roll_stat(object *op, char key) 950key_roll_stat (object *op, char key)
895{ 951{
896 int keynum = key -'0'; 952 int keynum = key - '0';
897 char buf[MAX_BUF]; 953 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 955
900 if (keynum>0 && keynum<=7) { 956 if (keynum > 0 && keynum <= 7)
957 {
901 if (op->contr->Swap_First==-1) { 958 if (op->contr->Swap_First == -1)
959 {
902 op->contr->Swap_First=stat_trans[keynum]; 960 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 962 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 963 }
906 else 964 else
907 Swap_Stat(op,stat_trans[keynum]); 965 Swap_Stat (op, stat_trans[keynum]);
908 966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1002 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 1003
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': 1004 case 'q':
937 case 'Y': 1005 case 'Q':
938 roll_stats(op); 1006 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1007 return 1;
941 1008
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1009 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1011 return 0;
950 } 1012 }
951 return 0; 1013 return 0;
952} 1014}
953 1015
954/* This function takes the key that is passed, and does the 1016/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1017 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1018 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1019 * separate race and class; this actually changes the RACE,
958 * not the class. 1020 * not the class.
959 */ 1021 */
960 1022
1023int
961int key_change_class(object *op, char key) 1024key_change_class (object *op, char key)
962{ 1025{
963 int tmp_loop; 1026 int tmp_loop;
964 1027
965 if(key=='q'||key=='Q') { 1028 if (key == 'q' || key == 'Q')
1029 {
966 remove_ob(op); 1030 op->remove ();
967 play_again(op); 1031 play_again (op);
968 return 0; 1032 return 0;
969 } 1033 }
970 if(key=='d'||key=='D') { 1034 if (key == 'd' || key == 'D')
1035 {
971 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
972 1037
973 /* this must before then initial items are given */ 1038 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1039 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1040
1041 treasurelist *tl = find_treasurelist ("starting_wealth");
1042 if (tl)
1043 create_treasure (tl, op, 0, 0, 0);
1044
977 INVOKE_PLAYER (BIRTH, op->contr); 1045 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1046 INVOKE_PLAYER (LOGIN, op->contr);
979 1047
980 op->contr->state=ST_PLAYING; 1048 op->contr->state = ST_PLAYING;
981 1049
982 if (op->msg) { 1050 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1051 op->msg = NULL;
985 }
986 1052
987 /* We create this now because some of the unique maps will need it 1053 /* We create this now because some of the unique maps will need it
988 * to save here. 1054 * to save here.
989 */ 1055 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1057 make_path_to_file (buf);
992 1058
993#ifdef AUTOSAVE 1059#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1060 op->contr->last_save_tick = pticks;
995#endif 1061#endif
996 start_info(op); 1062 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1063 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1064 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1065 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1066 esrv_send_inventory (op, op);
1001 fix_player(op); 1067 fix_player (op);
1002 1068
1003 /* This moves the player to a different start map, if there 1069 /* This moves the player to a different start map, if there
1004 * is one for this race 1070 * is one for this race
1005 */ 1071 */
1006 if(*first_map_ext_path) { 1072 if (*first_map_ext_path)
1073 {
1007 object *tmp; 1074 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1075 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1076
1011 first_map_ext_path, op->arch->name); 1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1078 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1079 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1080 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1081 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1083 * if the map isn't there, then stay on the
1018 * default initial map */ 1084 * default initial map */
1019 free_object(tmp); 1085 tmp->destroy ();
1086 }
1020 } else { 1087 else
1088 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1089 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1090 }
1023 return 0; 1091 return 0;
1024 } 1092 }
1025 1093
1026 /* Following actually changes the race - this is the default command 1094 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1095 * if we don't match with one of the options above.
1028 */ 1096 */
1029 1097
1030 tmp_loop = 0; 1098 tmp_loop = 0;
1031 while(!tmp_loop) { 1099 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1100 {
1101 shstr name = op->name;
1033 int x = op->x, y = op->y; 1102 int x = op->x, y = op->y;
1103
1034 remove_statbonus(op); 1104 remove_statbonus (op);
1035 remove_ob (op); 1105 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1106 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1107 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1108 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1109 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1110 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; 1111 op->x = x;
1045 op->y = y; 1112 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1113 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1114 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1115 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1116 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1117 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1118 }
1119
1055 update_object(op,UP_OBJ_FACE); 1120 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1121 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1122 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1123 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1124 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1125 op->stats.grace = 0;
1126
1061 if (op->msg) 1127 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1130 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; 1131 return 0;
1065} 1132}
1066 1133
1134int
1067int key_confirm_quit(object *op, char key) 1135key_confirm_quit (object *op, char key)
1068{ 1136{
1069 char buf[MAX_BUF]; 1137 char buf[MAX_BUF];
1070 1138
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1072 op->contr->state=ST_PLAYING; 1141 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1143 return 1;
1075 } 1144 }
1076 1145
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1146 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1147 INVOKE_PLAYER (QUIT, op->contr);
1079 1148
1080 terminate_all_pets(op); 1149 terminate_all_pets (op);
1081 leave_map(op); 1150 leave_map (op);
1082 op->direction=0; 1151 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1153
1086 strcpy(op->contr->killer,"quit"); 1154 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1155 check_score (op);
1088 op->contr->party=NULL; 1156 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1157 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1158 op->contr->own_title[0] = '\0';
1091 1159
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1093 mapstruct *mp, *next; 1162 maptile *mp, *next;
1094 1163
1095 /* We need to hunt for any per player unique maps in memory and 1164 /* 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, 1165 * 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 1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1167 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1101 next = mp->next; 1171 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1172 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1173 delete_map (mp);
1104 }
1105 1174 }
1175
1106 delete_character(op->name, 1); 1176 delete_character (op->name, 1);
1107 } 1177 }
1178
1108 play_again(op); 1179 play_again (op);
1109 return 1; 1180 return 1;
1110} 1181}
1111 1182
1183void
1112void flee_player(object *op) { 1184flee_player (object *op)
1185{
1113 int dir,diff; 1186 int dir, diff;
1114 rv_vector rv; 1187 rv_vector rv;
1115 1188
1116 if(op->stats.hp < 0) { 1189 if (op->stats.hp < 0)
1190 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1191 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1192 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1193 return;
1120 } 1194 }
1121 1195
1122 if(op->enemy==NULL) { 1196 if (op->enemy == NULL)
1197 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1198 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1199 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1200 return;
1126 } 1201 }
1127 1202
1128 /* Seen some crashes here. Since we don't store an 1203 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1204 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1205 * actual enemy, and the object is recycled.
1131 */ 1206 */
1132 if (op->enemy->map == NULL) { 1207 if (op->enemy->map == NULL)
1208 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1209 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1210 op->enemy = NULL;
1135 return; 1211 return;
1136 } 1212 }
1137 1213
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1214 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 {
1139 op->enemy=NULL; 1216 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1218 return;
1142 } 1219 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1220 get_rangevector (op, op->enemy, &rv, 0);
1144 1221
1145 dir=absdir(4+rv.direction); 1222 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1223 for (diff = 0; diff < 3; diff++)
1224 {
1147 int m=1-(RANDOM()&2); 1225 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1226
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1228 {
1229 return;
1230 }
1152 } 1231 }
1153 /* Cornered, get rid of scared */ 1232 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1233 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1234 op->enemy = NULL;
1156} 1235}
1157 1236
1158 1237
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1238/* 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 1239 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1240 * stop.
1162 */ 1241 */
1242int
1163int check_pick(object *op) { 1243check_pick (object *op)
1244{
1164 object *tmp, *next; 1245 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1246 int stop = 0;
1167 int j, k, wvratio; 1247 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1248 char putstring[128], tmpstr[16];
1169 1249
1170
1171 /* if you're flying, you cna't pick up anything */ 1250 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1251 if (op->move_type & MOVE_FLYING)
1173 return 1; 1252 return 1;
1174 1253
1175 op_tag = op->count;
1176
1177 next = op->below; 1254 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1255
1181 /* loop while there are items on the floor that are not marked as 1256 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1257 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1258 while (next && !next->destroyed ())
1184 { 1259 {
1185 tmp = next; 1260 tmp = next;
1186 next = tmp->below; 1261 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1262
1190 if (was_destroyed (op, op_tag)) 1263 if (op->destroyed ())
1191 return 0; 1264 return 0;
1192 1265
1193 if ( ! can_pick (op, tmp)) 1266 if (!can_pick (op, tmp))
1194 continue; 1267 continue;
1195 1268
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1270 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1271 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1272 pick_up (op, tmp);
1200 continue; 1273 continue;
1201 } 1274 }
1202 1275
1203 /* high not bit set? We're using the old autopickup model */ 1276 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1277 if (!(op->contr->mode & PU_NEWMODE))
1278 {
1205 switch (op->contr->mode) { 1279 switch (op->contr->mode)
1280 {
1281 case 0:
1206 case 0: return 1; /* don't pick up */ 1282 return 1; /* don't pick up */
1283 case 1:
1207 case 1: pick_up (op, tmp); 1284 pick_up (op, tmp);
1208 return 1; 1285 return 1;
1286 case 2:
1209 case 2: pick_up (op, tmp); 1287 pick_up (op, tmp);
1210 return 0; 1288 return 0;
1289 case 3:
1211 case 3: return 0; /* stop before pickup */ 1290 return 0; /* stop before pickup */
1291 case 4:
1212 case 4: pick_up (op, tmp); 1292 pick_up (op, tmp);
1213 break; 1293 break;
1294 case 5:
1214 case 5: pick_up (op, tmp); 1295 pick_up (op, tmp);
1215 stop = 1; 1296 stop = 1;
1216 break; 1297 break;
1217 case 6: 1298 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1299 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); 1300 pick_up (op, tmp);
1221 break; 1301 break;
1222 1302
1223 case 7: 1303 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1304 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1305 pick_up (op, tmp);
1226 break; 1306 break;
1227 1307
1228 default: 1308 default:
1229 /* use value density */ 1309 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1311 && (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); 1312 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 } 1313 }
1262 } 1314 }
1263 } 1315 else
1316 { /* old model */
1317 /* NEW pickup handling */
1318 if (op->contr->mode & PU_DEBUG)
1319 {
1320 /* some debugging code to figure out item information */
1321 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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); 1327 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1342
1266#if 0 1343#if 0
1267 /* print the flags too */ 1344 /* print the flags too */
1268 for(k=0;k<4;k++) 1345 for (k = 0; k < 4; k++)
1269 { 1346 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1348 for (j = 0; j < 32; j++)
1272 { 1349 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1351 if (!((j + 1) % 4))
1275 } 1352 fprintf (stderr, " ");
1353 }
1276 fprintf(stderr," [%d]\n", k*32); 1354 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1355 }
1278#endif 1356#endif
1279 } 1357 }
1280 /* philosophy: 1358 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1359 * 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 1360 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1361 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1362 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1363 * example.
1286 * The drawback: right now it has no frontend, so you need to 1364 * 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 1365 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1366 * convert to decimal and then 'pickup <#>
1289 */ 1367 */
1290 1368
1291 /* the first two modes are exclusive: if NOTHING we return, if 1369 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1370 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1371 * meaning if any test passes, the item gets picked up. */
1294 1372
1295 /* if mode is set to pick nothing up, return */ 1373 /* if mode is set to pick nothing up, return */
1296 1374
1297 if(op->contr->mode & PU_NOTHING) return 1; 1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1298 1377
1299 /* if mode is set to stop when encountering objects, return */ 1378 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1379 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1380 * anything up */
1302 1381
1303 if(op->contr->mode & PU_STOP) return 0; 1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1304 1384
1305 /* useful for going into stores and not losing your settings... */ 1385 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1386 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1387 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1309 1390
1310 /* prevent us from turning into auto-thieves :) */ 1391 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue;
1312 1394
1313 /* ignore known cursed objects */ 1395 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1397 continue;
1315 1398
1316 /* all food and drink if desired */ 1399 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1400 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1401 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1402 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1403 {
1404 pick_up (op, tmp);
1405 continue;
1406 }
1407
1321 if(op->contr->mode & PU_DRINK) 1408 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1409 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; } 1410 {
1411 pick_up (op, tmp);
1412 continue;
1413 }
1324 1414
1325 if(op->contr->mode & PU_POTION) 1415 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1416 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1417 {
1418 pick_up (op, tmp);
1419 continue;
1420 }
1328 1421
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1422 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1423 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1424 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1333 if(op->contr->mode & PU_SKILLSCROLL) 1430 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1431 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1336 if(op->contr->mode & PU_READABLES) 1437 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1339 1443
1340 /* wands/staves/rods/horns */ 1444 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1344 1451
1345 /* pick up all magical items */ 1452 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1453 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1454 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; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1349 1459
1350 if(op->contr->mode & PU_VALUABLES) 1460 if (op->contr->mode & PU_VALUABLES)
1351 { 1461 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1462 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1463 {
1354 } 1464 pick_up (op, tmp);
1465 continue;
1466 }
1467 }
1355 1468
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1469 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1470 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1471 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1360 1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1361 /* bows and arrows. Bows are good for selling! */ 1485 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1486 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1487 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1365 if(op->contr->mode & PU_ARROW) 1493 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1494 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1368 1499
1369 /* all kinds of armor etc. */ 1500 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1501 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1502 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1373 if(op->contr->mode & PU_HELMET) 1508 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1509 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1376 if(op->contr->mode & PU_SHIELD) 1515 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1516 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1379 if(op->contr->mode & PU_BOOTS) 1522 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1523 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1382 if(op->contr->mode & PU_GLOVES) 1529 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1530 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1385 if(op->contr->mode & PU_CLOAK) 1536 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1537 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1388 1542
1389 /* hoping to catch throwing daggers here */ 1543 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1544 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1393 1550
1394 /* careful: chairs and tables are weapons! */ 1551 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1552 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1553 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1554 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1555 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1558 {
1402 } 1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1564 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1565 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1567 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1408 } 1572 }
1409 }
1410 1573
1411 /* misc stuff that's useful */ 1574 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1575 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1415 1581
1416 /* any of the last 4 bits set means we use the ratio for value 1582 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1583 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1584 if (op->contr->mode & PU_RATIO)
1419 { 1585 {
1420 /* use value density to decide what else to grab */ 1586 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1587 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1588 /* >=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 */ 1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1591 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1592 {
1427 pick_up(op, tmp); 1593 pick_up (op, tmp);
1428#if 0 1594#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1596 if (tmp->name != NULL)
1597 {
1431 fprintf(stderr,"%s", tmp->name); 1598 fprintf (stderr, "%s", tmp->name);
1432 } 1599 }
1600 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1601 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1602 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1604#endif
1437 continue; 1605 continue;
1606 }
1438 } 1607 }
1608 } /* the new pickup model */
1439 } 1609 }
1440 } /* the new pickup model */ 1610
1441 }
1442 return ! stop; 1611 return !stop;
1443} 1612}
1444 1613
1445/* 1614/*
1446 * Find an arrow in the inventory and after that 1615 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1616 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1617 * found object is returned.
1449 */ 1618 */
1619object *
1450object *find_arrow(object *op, const char *type) 1620find_arrow (object *op, const char *type)
1451{ 1621{
1452 object *tmp = NULL; 1622 object *tmp = NULL;
1453 1623
1454 for(op=op->inv; op; op=op->below) 1624 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1625 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); 1626 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1627 else if (op->type == ARROW && op->race == type)
1459 return op; 1628 return op;
1460 return tmp; 1629 return tmp;
1461} 1630}
1462 1631
1463/* 1632/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1633 * 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 1634 * 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 1635 * 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. 1636 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1637 */
1469 1638
1639object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1640find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1641{
1472 object *tmp = NULL, *arrow, *ntmp; 1642 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1643 int attacknum, attacktype, betterby = 0, i;
1474 1644
1475 if (!type) 1645 if (!type)
1476 return NULL; 1646 return NULL;
1477 1647
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1648 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1649 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651 {
1481 i = 0; 1652 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1653 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1654 if (i > betterby)
1655 {
1484 tmp = ntmp; 1656 tmp = ntmp;
1485 betterby = i; 1657 betterby = i;
1486 } 1658 }
1659 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1660 else if (arrow->type == ARROW && arrow->race == type)
1661 {
1488 /* allways prefer assasination/slaying */ 1662 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1664 {
1491 if (arrow->attacktype & AT_DEATH) { 1665 if (arrow->attacktype & AT_DEATH)
1666 {
1492 *better = 100; 1667 *better = 100;
1493 return arrow; 1668 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1669 }
1498 } else { 1670 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 } 1671 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1672 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1673 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 } 1674 }
1515 } 1675 }
1676 else
1677 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 {
1680 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1683 {
1684 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1686 }
1687 }
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 {
1690 tmp = arrow;
1691 betterby = 2 + arrow->magic + arrow->stats.dam;
1692 }
1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694 {
1695 tmp = arrow;
1696 betterby = 1 + arrow->magic + arrow->stats.dam;
1697 }
1516 } 1698 }
1699 }
1517 } 1700 }
1518 if (tmp == NULL && arrow == NULL) 1701 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1702 return find_arrow (op, type);
1520 1703
1521 *better = betterby; 1704 *better = betterby;
1522 return tmp; 1705 return tmp;
1523} 1706}
1524 1707
1525/* looks in a given direction, finds the first valid target, and calls 1708/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1709 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1710 * op = the shooter
1528 * type = bow->race 1711 * type = bow->race
1529 * dir = fire direction 1712 * dir = fire direction
1530 */ 1713 */
1531 1714
1715object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1716pick_arrow_target (object *op, const char *type, int dir)
1533{ 1717{
1534 object *tmp = NULL; 1718 object *tmp = NULL;
1535 mapstruct *m; 1719 maptile *m;
1536 int i, mflags, found, number; 1720 int i, mflags, found, number;
1537 sint16 x, y; 1721 sint16 x, y;
1538 1722
1539 if (op->map == NULL) 1723 if (op->map == NULL)
1540 return find_arrow(op, type); 1724 return find_arrow (op, type);
1541 1725
1542 /* do a dex check */ 1726 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1727 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))) 1728 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1729 return find_arrow (op, type);
1546 1730
1547 m = op->map; 1731 m = op->map;
1548 x = op->x; 1732 x = op->x;
1549 y = op->y; 1733 y = op->y;
1550 1734
1551 /* find the first target */ 1735 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1736 for (i = 0, found = 0; i < 20; i++)
1737 {
1553 x += freearr_x[dir]; 1738 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1739 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1740 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 {
1557 tmp = NULL; 1743 tmp = NULL;
1744 break;
1745 }
1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 {
1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749 * perhaps a bad assumption.
1750 */
1751 tmp = NULL;
1752 break;
1753 }
1754 if (mflags & P_IS_ALIVE)
1755 {
1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1758 {
1759 found++;
1760 break;
1761 }
1762 if (found)
1558 break; 1763 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 } 1764 }
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 } 1765 }
1576 if (tmp == NULL) 1766 if (tmp == NULL)
1577 return find_arrow(op, type); 1767 return find_arrow (op, type);
1578 1768
1579 if (tmp->head) 1769 if (tmp->head)
1580 tmp = tmp->head; 1770 tmp = tmp->head;
1581 1771
1582 return find_better_arrow(op, tmp, type, &i); 1772 return find_better_arrow (op, tmp, type, &i);
1583} 1773}
1584 1774
1585/* 1775/*
1586 * Creature fires a bow - op can be monster or player. Returns 1776 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1777 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1780 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1781 * 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 1782 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1783 * player fire modes.
1594 */ 1784 */
1785int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1787{
1598 object *left, *bow; 1788 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1789 int bowspeed, mflags;
1601 mapstruct *m; 1790 maptile *m;
1602 1791
1603 if (!dir) { 1792 if (!dir)
1793 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1795 return 0;
1606 } 1796 }
1607 if (op->type == PLAYER) 1797 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1798 bow = op->contr->ranges[range_bow];
1609 else { 1799 else
1800 {
1610 for(bow=op->inv; bow; bow=bow->below) 1801 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1802 /* 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. 1803 * don't need to switch back and forth between bows and weapons.
1613 */ 1804 */
1614 if(bow->type==BOW) 1805 if (bow->type == BOW)
1615 break; 1806 break;
1616 1807
1617 if (!bow) { 1808 if (!bow)
1809 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1811 return 0;
1620 } 1812 }
1621 } 1813 }
1622 if( !bow->race || !bow->skill) { 1814 if (!bow->race || !bow->skill)
1815 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1817 return 0;
1625 } 1818 }
1626 1819
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1821
1629 /* penalize ROF for bestarrow */ 1822 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1825 if (bowspeed < 1)
1633 bowspeed = 1; 1826 bowspeed = 1;
1634 1827
1635 if (arrow == NULL) { 1828 if (arrow == NULL)
1829 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1830 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 {
1637 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1833 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 */ 1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1835 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1836 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1837 return 0;
1644 } 1838 }
1645 } 1839 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1841 if (mflags & P_OUT_OF_MAP)
1842 {
1648 return 0; 1843 return 0;
1649 } 1844 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1848 return 0;
1653 } 1849 }
1654 1850
1655 /* this should not happen, but sometimes does */ 1851 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1852 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1853 {
1658 free_object(arrow); 1854 arrow->destroy ();
1659 return 0; 1855 return 0;
1660 } 1856 }
1661 1857
1662 left = arrow; /* these are arrows left to the player */ 1858 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1859 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1860 if (arrow == NULL)
1861 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1863 return 0;
1669 } 1864 }
1670 set_owner(arrow, op); 1865 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1866 arrow->skill = bow->skill;
1673 1867
1674 arrow->direction=dir; 1868 arrow->direction = dir;
1675 arrow->x = sx; 1869 arrow->x = sx;
1676 arrow->y = sy; 1870 arrow->y = sy;
1677 1871
1678 if (op->type == PLAYER) { 1872 if (op->type == PLAYER)
1873 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1875 fix_player (op);
1681 } 1876 }
1682 1877
1683 SET_ANIMATION(arrow, arrow->direction); 1878 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1880 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1881 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1882 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1883 arrow->spellarg = strdup (arrow->slaying);
1689 1884
1690 /* Note that this was different for monsters - they got their level 1885 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1886 * added to the damage. I think the strength bonus is more proper.
1692 */ 1887 */
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 1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1698 /* update the speed */ 1891 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1893 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 1894
1704 if (arrow->speed < 1.0) 1895 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1896 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1897 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1898 arrow->speed_left = 0;
1708 1899
1709 if (op->type == PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1904 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 1905
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1907 }
1908 else
1909 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1910 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; 1911 arrow->level = op->level;
1721 } 1912 }
1913
1722 if (arrow->attacktype == AT_PHYSICAL) 1914 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1915 arrow->attacktype |= bow->attacktype;
1916
1724 if (bow->slaying != NULL) 1917 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1918 arrow->slaying = bow->slaying;
1726 1919
1727 arrow->map = m; 1920 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1921 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1923
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1924 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); 1925 insert_ob_in_map (arrow, m, op, 0);
1734 1926
1735 if (!was_destroyed(arrow, tag)) 1927 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1928 move_arrow (arrow);
1737 1929
1738 if (op->type == PLAYER) { 1930 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1931 {
1932 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1933 esrv_del_item (op->contr, left->count);
1741 else 1934 else
1742 esrv_send_item(op, left); 1935 esrv_send_item (op, left);
1743 } 1936 }
1937
1744 return 1; 1938 return 1;
1745} 1939}
1746 1940
1747/* Special fire code for players - this takes into 1941/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1942 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1943 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1944 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1945 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1946 * hence the function name.
1753 */ 1947 */
1948int
1754int player_fire_bow(object *op, int dir) 1949player_fire_bow (object *op, int dir)
1755{ 1950{
1756 int ret=0, wcmod=0; 1951 int ret = 0, wcmod = 0;
1757 1952
1758 if (op->contr->bowtype == bow_bestarrow) { 1953 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1954 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1955 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); 1956 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1960 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1962 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1963 else if (op->contr->bowtype == bow_threewide)
1964 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1965 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)]); 1966 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)]); 1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1969 else if (op->contr->bowtype == bow_spreadshot)
1970 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1971 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); 1972 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); 1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1974
1776 } else { 1975 }
1976 else
1977 {
1777 /* Simple case */ 1978 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1980 }
1780 return ret; 1981 return ret;
1781} 1982}
1782 1983
1783 1984
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1985/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1986 * Broken apart from 'fire' to keep it more readable.
1786 */ 1987 */
1988void
1787void fire_misc_object(object *op, int dir) 1989fire_misc_object (object *op, int dir)
1788{ 1990{
1789 object *item; 1991 object *item;
1790 1992
1791 if (!op->contr->ranges[range_misc]) { 1993 if (!op->contr->ranges[range_misc])
1994 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1996 return;
1794 } 1997 }
1795 1998
1796 item = op->contr->ranges[range_misc]; 1999 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2000 if (!item->inv)
2001 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2002 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2003 return;
1800 } 2004 }
1801 if (item->type == WAND) { 2005 if (item->type == WAND)
2006 {
1802 if(item->stats.food<=0) { 2007 if (item->stats.food <= 0)
2008 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2009 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)); 2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2011 return;
1806 } 2012 }
2013 }
1807 } else if (item->type == ROD || item->type==HORN) { 2014 else if (item->type == ROD || item->type == HORN)
2015 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2019 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)); 2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2021 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2022 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; 2023 return;
1817 } 2024 }
1818 } 2025 }
1819 2026
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2027 if (cast_spell (op, item, dir, item->inv, NULL))
2028 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2030 if (item->type == WAND)
2031 {
1823 if (!(--item->stats.food)) { 2032 if (!(--item->stats.food))
2033 {
1824 object *tmp; 2034 object *tmp;
2035
1825 if (item->arch) { 2036 if (item->arch)
2037 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2038 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2039 item->face = item->arch->clone.face;
1828 item->speed = 0; 2040 item->speed = 0;
1829 update_ob_speed(item); 2041 update_ob_speed (item);
1830 } 2042 }
1831 if ((tmp=is_player_inv(item))) 2043 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2044 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2045 }
1834 } 2046 }
1835 else if (item->type == ROD || item->type==HORN) { 2047 else if (item->type == ROD || item->type == HORN)
2048 {
1836 drain_rod_charge(item); 2049 drain_rod_charge (item);
1837 } 2050 }
1838 } 2051 }
1839} 2052}
1840 2053
1841/* Received a fire command for the player - go and do it. 2054/* Received a fire command for the player - go and do it.
1842 */ 2055 */
2056void
1843void fire(object *op,int dir) { 2057fire (object *op, int dir)
2058{
1844 int spellcost=0; 2059 int spellcost = 0;
1845 2060
1846 /* check for loss of invisiblity/hide */ 2061 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2062 if (action_makes_visible (op))
2063 make_visible (op);
1848 2064
1849 switch(op->contr->shoottype) { 2065 switch (op->contr->shoottype)
2066 {
1850 case range_none: 2067 case range_none:
2068 return;
2069
2070 case range_bow:
2071 player_fire_bow (op, dir);
2072 return;
2073
2074 case range_magic: /* Casting spells */
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2076 return;
2077
2078 case range_misc:
2079 fire_misc_object (op, dir);
2080 return;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2097 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 } 2098 }
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); 2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
1887 default: 2104 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2106 return;
1890 } 2107 }
1891} 2108}
1892 2109
1893 2110
1894 2111
1901 * inv is the objects inventory to searched 2118 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2119 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2120 * This function can be called recursively to search containers.
1904 */ 2121 */
1905 2122
2123object *
1906object * find_key(object *pl, object *container, object *door) 2124find_key (object *pl, object *container, object *door)
1907{ 2125{
1908 object *tmp,*key; 2126 object *tmp, *key;
1909 2127
1910 /* Should not happen, but sanity checking is never bad */ 2128 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2129 if (container->inv == NULL)
2130 return NULL;
1912 2131
1913 /* First, lets try to find a key in the top level inventory */ 2132 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2134 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2135 if (door->type == DOOR && tmp->type == KEY)
2136 break;
1916 /* For sanity, we should really check door type, but other stuff 2137 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2138 * (like containers) can be locked with special keys
1918 */ 2139 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2141 break;
1921 } 2142 }
1922 /* No key found - lets search inventories now */ 2143 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2144 /* 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 2145 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2146 * a key, return
1926 */ 2147 */
1927 if (!tmp) { 2148 if (!tmp)
2149 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2151 {
1929 /* No reason to search empty containers */ 2152 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2153 if (tmp->type == CONTAINER && tmp->inv)
2154 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2155 if ((key = find_key (pl, tmp, door)) != NULL)
2156 return key;
1932 } 2157 }
1933 } 2158 }
2159 if (!tmp)
1934 if (!tmp) return NULL; 2160 return NULL;
1935 } 2161 }
1936 /* We get down here if we have found a key. Now if its in a container, 2162 /* 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 2163 * see if we actually want to use it
1938 */ 2164 */
1939 if (pl!=container) { 2165 if (pl != container)
2166 {
1940 /* Only let players use keys in containers */ 2167 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2168 if (!pl->contr)
2169 return NULL;
1942 /* cases where this fails: 2170 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2171 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2172 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2173 * If the container is not active, return now since only active
1946 * containers can be used. 2174 * containers can be used.
1947 * If we only search keyrings and the container does not have 2175 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2176 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2177 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2178 * inv must have been an container and must have been active.
1951 * 2179 *
1952 * Change the color so that the message doesn't disappear with 2180 * Change the color so that the message doesn't disappear with
1953 * all the others. 2181 * all the others.
1954 */ 2182 */
1955 if (pl->contr->usekeys == key_inventory || 2183 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2184 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2186 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2188 "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; 2189 return NULL;
1964 } 2190 }
1965 } 2191 }
1966 return tmp; 2192 return tmp;
1967} 2193}
1968 2194
1969/* moved door processing out of move_player_attack. 2195/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2196 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2197 * such that the caller should not do anything more,
1972 * 0 otherwise 2198 * 0 otherwise
1973 */ 2199 */
2200static int
1974static int player_attack_door(object *op, object *door) 2201player_attack_door (object *op, object *door)
1975{ 2202{
1976 2203
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2204 /* 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 - 2205 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2206 * otherwise, we fall through to the rest of the code.
1980 */ 2207 */
1981 object *key=find_key(op, op, door); 2208 object *key = find_key (op, op, door);
1982 2209
1983 /* IF we found a key, do some extra work */ 2210 /* IF we found a key, do some extra work */
1984 if (key) { 2211 if (key)
2212 {
1985 object *container=key->env; 2213 object *container = key->env;
1986 2214
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2216 if (action_makes_visible (op))
2217 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2220 if (door->type == DOOR)
2221 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2223 }
1993 else if(door->type==LOCKED_DOOR) { 2224 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2225 {
1995 "You open the door with the %s", query_short_name(key)); 2226 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 ;-) */ 2227 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2228 }
1998 /* Do this after we print the message */ 2229 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2230 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2231 /* Need to update the weight the container the key was in */
2001 if (container != op) 2232 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2233 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2234 return 1; /* Nothing more to do below */
2235 }
2004 } else if (door->type==LOCKED_DOOR) { 2236 else if (door->type == LOCKED_DOOR)
2237 {
2005 /* Might as well return now - no other way to open this */ 2238 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2240 return 1;
2008 } 2241 }
2009 return 0; 2242 return 0;
2010} 2243}
2011 2244
2012/* This function is just part of a breakup from move_player. 2245/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2246 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2247 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2248 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2249 * going to try and move (not fire weapons).
2017 */ 2250 */
2018 2251
2252void
2019void move_player_attack(object *op, int dir) 2253move_player_attack (object *op, int dir)
2020{ 2254{
2021 object *tmp, *mon; 2255 object *tmp, *mon;
2022 sint16 nx, ny; 2256 sint16 nx, ny;
2023 int on_battleground; 2257 int on_battleground;
2024 mapstruct *m; 2258 maptile *m;
2025 2259
2026 nx=freearr_x[dir]+op->x; 2260 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2261 ny = freearr_y[dir] + op->y;
2028 2262
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2263 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2264
2031 /* If braced, or can't move to the square, and it is not out of the 2265 /* 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 2266 * 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 2267 * 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 2268 * 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 2269 * 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 2270 * 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 2271 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2272 * move_ob uses.
2039 */ 2273 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2278 m = get_map_from_coord (op->map, &nx, &ny);
2279 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2280 return; /* Don't think this should happen */
2281 }
2282 else
2283 m = op->map;
2284
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2286 {
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");*/ 2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return;
2289 }
2290
2291 mon = NULL;
2292 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space
2296 */
2297 while (tmp != NULL)
2298 {
2299 if (tmp == op)
2300 {
2301 tmp = tmp->above;
2302 continue;
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp;
2308 break;
2309 }
2310
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */
2318 return; /* into a wall */
2319
2320 if (mon->head != NULL)
2321 mon = mon->head;
2322
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon))
2325 return;
2326
2327 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them.
2333 */
2334
2335 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive.
2338 */
2339 if ((op->type == PLAYER)
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2344#else
2345 && mon->owner == op
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 {
2349 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced)
2049 return; 2351 return;
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op);
2356 return;
2050 } 2357 }
2051 2358
2052 mon = NULL; 2359 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2360 * 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. 2361 * 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 2362 * attack them either.
2056 * on the space
2057 */ 2363 */
2058 while (tmp!=NULL) { 2364 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2366#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2367 (op->contr->peaceful
2368 || (mon->type == PLAYER
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 {
2376 if (!op->contr->braced)
2377 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op);
2062 } 2380 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2381 else
2064 mon = tmp; 2382 {
2065 break; 2383 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2384 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2385 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2386 make_visible (op);
2069 tmp=tmp->above; 2387 }
2388
2389 /* If the object is a boulder or other rollable object, then
2390 * roll it if not braced. You can't roll it if you are braced.
2391 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2393 {
2071 2394 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2395 if (action_makes_visible (op))
2073 return; /* into a wall */ 2396 make_visible (op);
2397 }
2074 2398
2075 if(mon->head != NULL) 2399 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2400 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen.
2404 */
2077 2405
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 {
2080 2409
2081 /* The following deals with possibly attacking peaceful 2410 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2411 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2412 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2413 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2414 */
2088 2415 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 )) { 2416 {
2129 if (!op->contr->braced) { 2417 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2418
2131 (void) push_ob(mon,dir,op); 2419 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 } 2420 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2421
2138 /* If the object is a boulder or other rollable object, then 2422 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 2423
2146 /* Any generic living creature. Including things like doors. 2424 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2425 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2426 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2427 * 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 */ 2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2162 if (!op->contr->has_hit) { 2433 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2434 skill_attack (op, mon, 0, NULL, NULL);
2164 2435 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2436 }
2167 2437 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2438 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 } 2439 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2440 } /* if player should attack something */
2185} 2441}
2186 2442
2443int
2187int move_player(object *op,int dir) { 2444move_player (object *op, int dir)
2445{
2188 int pick; 2446 int pick;
2189 2447
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2448 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; 2449 return 0;
2450
2451 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9))
2453 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0;
2456 }
2457
2458 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461
2462 op->facing = dir;
2463
2464 if (op->hide)
2465 do_hidden_move (op);
2466
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ;
2469 else if (op->contr->fire_on)
2470 fire (op, dir);
2471 else
2472 {
2473 move_player_attack (op, dir);
2474 pick = check_pick (op);
2475 }
2476
2477 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing.
2479 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir;
2483 }
2484 else
2485 {
2486 op->direction = 0;
2487 }
2488 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities
2490 * for players.
2491 */
2492 animate_object (op, op->facing);
2493 return 0;
2231} 2494}
2232 2495
2233/* This is similar to handle_player, below, but is only used by the 2496/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2497 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2498 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2499 * the new speed values for commands.
2237 * 2500 *
2238 * Returns true if there are more actions we can do. 2501 * Returns true if there are more actions we can do.
2239 */ 2502 */
2503int
2240int handle_newcs_player(object *op) 2504handle_newcs_player (object *op)
2241{ 2505{
2242 if (op->contr->hidden) { 2506 if (op->contr->hidden)
2507 {
2243 op->invisible = 1000; 2508 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2509 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2510 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2511 * alternate it here for it to work correctly.
2247 */ 2512 */
2248 if (pticks & 2) op->invisible--; 2513 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2252 if(!op->invisible) { 2519 if (!op->invisible)
2520 {
2253 make_visible(op); 2521 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2523 }
2256 } 2524 }
2257 2525
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2526 if (QUERY_FLAG (op, FLAG_SCARED))
2527 {
2259 flee_player(op); 2528 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2529 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 {
2262 op->speed_left--; 2532 op->speed_left--;
2263 return 0; 2533 return 0;
2264 } 2534 }
2265 } 2535 }
2266 2536
2267 /* I've been seeing crashes where the golem has been destroyed, but 2537 /* 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 2538 * 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 2539 * 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. 2540 * put this in a a workaround to clean up the golem pointer.
2271 */ 2541 */
2272 if (op->contr->ranges[range_golem] && 2542 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; 2543 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2544
2279 /* call this here - we also will call this in do_ericserver, but 2545 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2546 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2547 * called, so we recheck it here.
2282 */ 2548 */
2283 HandleClient(&op->contr->socket, op->contr); 2549 op->contr->socket->handle_command ();
2284 if (op->speed_left<0) return 0; 2550 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; 2551 return 0;
2299}
2300 2552
2301int save_life(object *op) { 2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2303 2557
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2305 return 0; 2566 return 0;
2567 }
2306 2568
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2569 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2570}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2571
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2572int
2311 "Your %s vibrates violently, then evaporates.", 2573save_life (object *op)
2312 query_name(tmp)); 2574{
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); 2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2576 return 0;
2577
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583
2584 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count);
2586
2587 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589
2590 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp;
2592
2593 if (op->stats.food < 0)
2594 op->stats.food = 999;
2595
2596 fix_player (op);
2597 return 1;
2598 }
2599
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE);
2602 enter_player_savebed (op); /* bring him home. */
2603 return 0;
2329} 2604}
2330 2605
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2606/* 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 2607 * 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 2608 * function will descend into containers. op is the object to start the search
2334 * from. 2609 * from.
2335 */ 2610 */
2611void
2336void remove_unpaid_objects(object *op, object *env) 2612remove_unpaid_objects (object *op, object *env)
2337{ 2613{
2338 object *next; 2614 object *next;
2339 2615
2340 while (op) { 2616 while (op)
2617 {
2341 next=op->below; /* Make sure we have a good value, in case 2618 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2619 * we remove object 'op'
2343 */ 2620 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 {
2345 remove_ob(op); 2623 op->remove ();
2346 op->x = env->x; 2624 op->x = env->x;
2347 op->y = env->y; 2625 op->y = env->y;
2348 if (env->type == PLAYER) 2626 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2627 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2628 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2629 }
2630 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2631 remove_unpaid_objects (op->inv, env);
2632
2353 op=next; 2633 op = next;
2354 } 2634 }
2355} 2635}
2356 2636
2357 2637
2358/* 2638/*
2360 * Moved from apply.c to player.c - player.c is what 2640 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2641 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2642 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2643 * but there isn't one in the server directory.
2364 */ 2644 */
2645char *
2365char *gravestone_text (object *op) 2646gravestone_text (object *op)
2366{ 2647{
2367 static char buf2[MAX_BUF]; 2648 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2650 time_t now = time (NULL);
2370 2651
2371 strcpy (buf2, " R.I.P.\n\n"); 2652 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2653 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2655 else
2375 sprintf (buf, "%s\n", op->name); 2656 sprintf (buf, "%s\n", &op->name);
2657
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2659 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2660 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2662 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2666 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2667 if (op->type == PLAYER)
2668 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2671 strcat (buf2, buf);
2388 } 2672 }
2673
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2676 strcat (buf2, buf);
2677
2392 return buf2; 2678 return buf2;
2393} 2679}
2394 2680
2395 2681
2396 2682
2683void
2397void do_some_living(object *op) { 2684do_some_living (object *op)
2685{
2398 int last_food=op->stats.food; 2686 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2687 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2688 int over_hp, over_sp, over_grace;
2401 int i; 2689 int i;
2402 int rate_hp = 1200; 2690 int rate_hp = 1200;
2403 int rate_sp = 2500; 2691 int rate_sp = 2500;
2404 int rate_grace = 2000; 2692 int rate_grace = 2000;
2405 const int max_hp = 1; 2693 const int max_hp = 1;
2406 const int max_sp = 1; 2694 const int max_sp = 1;
2407 const int max_grace = 1; 2695 const int max_grace = 1;
2408 2696
2409 if (op->contr->outputs_sync) { 2697 if (op->contr->outputs_sync)
2698 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2700 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]); 2701 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2702 }
2415 2703
2416 if(op->contr->state==ST_PLAYING) { 2704 if (op->contr->state == ST_PLAYING)
2705 {
2417 2706
2418 /* these next three if clauses make it possible to SLOW DOWN 2707 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2708 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2709 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2711 else
2712 {
2423 gen_hp = op->stats.maxhp; 2713 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2715 }
2426 if(op->contr->gen_sp >= 0 ) 2716 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2718 else
2719 {
2429 gen_sp = op->stats.maxsp; 2720 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2722 }
2432 if(op->contr->gen_grace >= 0) 2723 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2725 else
2726 {
2435 gen_grace = op->stats.maxgrace; 2727 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2729 }
2438 2730
2439 /* Regenerate Spell Points */ 2731 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2734 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) { 2735 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2736 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2737 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2738 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2740 {
2741 op->stats.food--;
2742 if (op->contr->digestion < 0)
2743 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food;
2463 } 2746 }
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 } 2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2487 } else { 2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 }
2773
2774 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0)
2777 {
2778 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */
2780 if (max_grace > 1)
2781 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0)
2784 {
2785 op->stats.sp += over_grace
2786 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2787 op->last_grace = 0;
2788 }
2789 else
2790 {
2791 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2792 }
2793 }
2794 else
2795 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2797 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2798 /* wearing stuff doesn't detract from grace generation. */
2491 } 2799 }
2492 2800
2493 /* Regenerate Hit Points */ 2801 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2802 if (--op->last_heal < 0)
2803 {
2495 if(op->stats.hp<op->stats.maxhp) { 2804 if (op->stats.hp < op->stats.maxhp)
2805 {
2496 op->stats.hp++; 2806 op->stats.hp++;
2497 /* dms do not consume food */ 2807 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2808 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2809 {
2810 op->stats.food--;
2500 if(op->contr->digestion<0) 2811 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2812 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2813 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; 2814 op->stats.food = last_food;
2815 }
2816 }
2817 if (max_hp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2823 op->last_heal = 0;
2824 }
2825 else
2826 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2828 }
2829 }
2830 else
2831 {
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 }
2505 } 2834 }
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 2835
2521 /* Digestion */ 2836 /* Digestion */
2522 if(--op->last_eat<0) { 2837 if (--op->last_eat < 0)
2838 {
2523#ifdef COZY_SERVER 2839#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2842#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2843 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 2844#endif
2531 2845
2532 if(op->contr->gen_hp > 0) 2846 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2848 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2850 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2851 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2852 op->stats.food--;
2853 }
2539 } 2854 }
2540 2855
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2857 {
2542 object *tmp, *flesh=NULL; 2858 object *tmp, *flesh = NULL;
2543 2859
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2867 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2868 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2869 break;
2551 } 2870 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2871 else if (tmp->type == FLESH)
2872 flesh = tmp;
2553 } /* End if paid for object */ 2873 } /* End if paid for object */
2554 } /* end of for loop */ 2874 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2875 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2876 * eat flesh instead.
2557 */ 2877 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2881 manual_apply (op, flesh, 0);
2561 } 2882 }
2562 } /* end if player is starving */ 2883 } /* end if player is starving */
2563 2884
2564 while(op->stats.food<0&&op->stats.hp>0) 2885 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2886 op->stats.food++, op->stats.hp--;
2566 2887
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2889 kill_player (op);
2569} 2890}
2570 2891
2571 2892
2572 2893
2573/* If the player should die (lack of hp, food, etc), we call this. 2894/* 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 2895 * 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 2896 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2897 * file.
2577 */ 2898 */
2899void
2578void kill_player(object *op) 2900kill_player (object *op)
2579{ 2901{
2580 char buf[MAX_BUF]; 2902 char buf[MAX_BUF];
2581 int x,y,i; 2903 int x, y;
2904
2905 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2906 maptile *map; /* this is for resurrection */
2907
2583 int z; 2908 /* int z;
2584 int num_stats_lose; 2909 int num_stats_lose;
2585 int lost_a_stat; 2910 int lost_a_stat;
2586 int lose_this_stat; 2911 int lose_this_stat;
2587 int this_stat; 2912 int this_stat; */
2588 int will_kill_again; 2913 int will_kill_again;
2589 archetype *at; 2914 archetype *at;
2590 object *tmp; 2915 object *tmp;
2591 2916
2592 if(save_life(op)) 2917 if (save_life (op))
2593 return; 2918 return;
2594 2919
2595 2920
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2921 /* 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. 2922 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2923 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2924 */
2600 if (op_on_battleground(op, &x, &y)) { 2925 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2926 {
2602 "You have been defeated in combat!"); 2927 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, 2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2929
2605
2606 /* restore player */ 2930 /* restore player */
2607 at = find_archetype("poisoning"); 2931 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2932 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2933 if (tmp)
2610 remove_ob(tmp); 2934 {
2611 free_object(tmp); 2935 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2937 }
2614 2938
2615 at = find_archetype("confusion"); 2939 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2940 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2941 if (tmp)
2618 remove_ob(tmp); 2942 {
2619 free_object(tmp); 2943 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2945 }
2622 2946
2623 cure_disease(op,0); /* remove any disease */ 2947 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2948 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2949 if (op->stats.food <= 0)
2626 2950 op->stats.food = 999;
2951
2627 /* create a bodypart-trophy to make the winner happy */ 2952 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2953 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2954 if (tmp != NULL)
2630 { 2955 {
2631 sprintf(buf,"%s's finger",op->name); 2956 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2957 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2958 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2959 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2961 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2962 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2963 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2964 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2965 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2966 }
2967
2644 /* teleport defeated player to new destination*/ 2968 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2969 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2970 op->contr->braced = 0;
2647 return; 2971 return;
2648 } 2972 }
2649 2973
2650 INVOKE_PLAYER (DEATH, op->contr); 2974 INVOKE_PLAYER (DEATH, op->contr);
2651 2975
2652 command_kill_pets (op, 0); 2976 command_kill_pets (op, 0);
2653 2977
2654 if(op->stats.food<0) { 2978 if (op->stats.food < 0)
2979 {
2655 if (op->contr->explore) { 2980 if (op->contr->explore)
2981 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2982 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..."); 2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2984 op->stats.food = 999;
2659 return; 2985 return;
2660 } 2986 }
2661 sprintf(buf,"%s starved to death.",op->name); 2987 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2988 strcpy (op->contr->killer, "starvation");
2989 }
2990 else
2663 } 2991 {
2664 else {
2665 if (op->contr->explore) { 2992 if (op->contr->explore)
2993 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2994 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..."); 2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2996 op->stats.hp = op->stats.maxhp;
2669 return; 2997 return;
2670 } 2998 }
2671 sprintf(buf,"%s died.",op->name); 2999 sprintf (buf, "%s died.", &op->name);
2672 } 3000 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3002
2675 /* save the map location for corpse, gravestone*/ 3003 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
2677 3007
2678 3008
2679 if (settings.not_permadeth == TRUE) { 3009 if (settings.not_permadeth == TRUE)
3010 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3011 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3012 * 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. 3013 * See the config.h file for a little more in depth detail about this.
2683 */ 3014 */
2684 3015
2685 /* Basically two ways to go - remove a stat permanently, or just 3016 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3017 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3018 * of death.
2688 */ 3019 */
2689#ifndef COZY_SERVER 3020#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3021 if (settings.balanced_stat_loss)
3022 {
2691 /* If stat loss is permanent, lose one stat only. */ 3023 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3024 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3025 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3026 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3027 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3028 little bit harder. */
2697 /* GD */ 3029 /* GD */
2698 if (settings.stat_loss_on_death) 3030 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; 3031 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else
2704 } 3036 {
3037 num_stats_lose = 1;
3038 }
2705 lost_a_stat = 0; 3039 lost_a_stat = 0;
2706 3040
2707 for (z=0; z<num_stats_lose; z++) { 3041 for (z = 0; z < num_stats_lose; z++)
3042 {
2708 i = RANDOM() % NUM_STATS; 3043 i = RANDOM () % NUM_STATS;
2709 3044
2710 if (settings.stat_loss_on_death) { 3045 if (settings.stat_loss_on_death)
3046 {
2711 /* Pick a random stat and take a point off it. Tell the player 3047 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3048 * what he lost.
2713 */ 3049 */
2714 change_attr_value(&(op->stats), i,-1); 3050 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3051 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3052 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3053 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3055 lost_a_stat = 1;
3056 }
2720 } else { 3057 else
3058 {
2721 /* deplete a stat */ 3059 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3060 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3061 object *dep;
2724 3062
2725 dep = present_arch_in_ob(deparch,op); 3063 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3064 if (!dep)
3065 {
2727 dep = arch_to_object(deparch); 3066 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3067 insert_ob_in_ob (dep, op);
2729 } 3068 }
2730 lose_this_stat = 1; 3069 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3070 if (settings.balanced_stat_loss)
3071 {
2732 /* GD */ 3072 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3073 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3074 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3075 if (this_stat < 0)
3076 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3078 int keep_chance = this_stat * this_stat;
3079
2738 /* Yes, I am paranoid. Sue me. */ 3080 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3081 if (keep_chance < 1)
2740 keep_chance = 1; 3082 keep_chance = 1;
2741 3083
2742 /* There is a maximum depletion total per level. */ 3084 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3094 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", 3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3096 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3097 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3098 }
2755 } 3099 }
2756 } 3100 }
2757 3101
2758 if (lose_this_stat) { 3102 if (lose_this_stat)
3103 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3104 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3105 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3106 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3107 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3108 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3109 * difference.
2765 */ 3110 */
2766 if (this_stat>=-50) { 3111 if (this_stat >= -50)
3112 {
2767 change_attr_value(&(dep->stats), i, -1); 3113 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3114 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3116 fix_player (op);
2771 lost_a_stat = 1; 3117 lost_a_stat = 1;
2772 } 3118 }
2773 } 3119 }
2774 } 3120 }
2775 } 3121 }
2776 /* If no stat lost, tell the player. */ 3122 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3123 if (!lost_a_stat)
2778 { 3124 {
2779 /* determine_god() seems to not work sometimes... why is this? 3125 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3126 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3127 const char *god = determine_god (op);
3128
2782 if (god && (strcmp(god, "none"))) 3129 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3130 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 3131 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3132 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."); 3133 }
3134#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif
3137
3138 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone.
3140 */
3141 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0);
3150
3151 /**************************************/
3152 /* */
3153 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */
3156 /* */
3157 /**************************************/
3158
3159 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */
3161 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op);
3163
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 }
3169
3170 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op);
3172 if (tmp)
3173 {
3174 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 }
3177
3178 cure_disease (op, 0); /* remove any disease */
3179
3180 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100)
3183 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187
3188 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map.
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/
3198 /* */
3199 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */
3201 /* */
3202 /****************************************/
3203
3204 enter_player_savebed (op);
3205
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0;
3210 save_player (op, 1);
3211
3212 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player.
3216 */
3217 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype;
3221
3222 if (will_kill_again)
3223 {
3224 object *force;
3225 int at;
3226
3227 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1;
3230 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100;
3235
3236 insert_ob_in_ob (force, op);
3237 fix_player (op);
3238
3239 }
3240
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
2789 } 3291 }
2790#endif 3292 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 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 3294 }
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 3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309}
3310
3311
3312void
3313loot_object (object *op)
3314{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next;
3316
3317 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321
3322 for (tmp = op->inv; tmp != NULL; tmp = next)
3323 {
3324 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible)
3326 continue;
3327 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */
3331 loot_object (tmp);
2845 /* 3332 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3333 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 } 3334 {
2879 if (will_kill_again) { 3335 if (tmp->nrof > 1)
2880 object *force; 3336 {
2881 int at; 3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 3338 tmp2->destroy ();
2883 force=get_archetype(FORCE_NAME); 3339 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 } 3340 }
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 { 3341 else
2950 delete_character(op->name,1); 3342 tmp->destroy ();
2951 } 3343 }
2952 } 3344 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); 3345 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 } 3346 }
2997} 3347}
2998 3348
2999/* 3349/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3350 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3351 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3352 * was changed.
3003 */ 3353 */
3004 3354
3355void
3005void fix_weight(void) { 3356fix_weight (void)
3357{
3006 player *pl; 3358 player *pl;
3359
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363
3009 if(old == sum) 3364 if (old == sum)
3010 continue; 3365 continue;
3011 fix_player(pl->ob); 3366 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3368 }
3015} 3369}
3016 3370
3371void
3017void fix_luck(void) { 3372fix_luck (void)
3373{
3018 player *pl; 3374 player *pl;
3375
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3376 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3377 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3378 change_luck (pl->ob, 0);
3022} 3379}
3023 3380
3024 3381
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3382/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3383 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3384 * just treat this as any other spell casting object.
3028 */ 3385 */
3029 3386
3030void 3387void
3031cast_dust (object * op, object * throw_ob, int dir) 3388cast_dust (object *op, object *throw_ob, int dir)
3032{ 3389{
3033 object *skop, *spob; 3390 object *skop, *spob;
3034 3391
3035 skop = find_skill_by_name (op, throw_ob->skill); 3392 skop = find_skill_by_name (op, throw_ob->skill);
3036 3393
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3394 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3395 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3396 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3397 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3398 return;
3043 } 3399 }
3044 3400
3045 spob = throw_ob->inv; 3401 spob = throw_ob->inv;
3046 3402
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3403 // 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 3404 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3405 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3406 if (!spob)
3051 { 3407 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3408 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; 3409 return;
3055 } 3410 }
3056 3411
3057 if (op->type == PLAYER) 3412 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3413 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3414
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3415 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3416
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3417 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3418}
3066 3419
3420void
3067void make_visible (object *op) { 3421make_visible (object *op)
3422{
3068 op->hide = 0; 3423 op->hide = 0;
3069 op->invisible = 0; 3424 op->invisible = 0;
3070 if(op->type==PLAYER) { 3425 if (op->type == PLAYER)
3426 {
3071 op->contr->tmp_invis = 0; 3427 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3428 op->contr->invis_race = 0;
3073 } 3429 }
3074 update_object(op,UP_OBJ_FACE); 3430 update_object (op, UP_OBJ_FACE);
3075} 3431}
3076 3432
3433int
3077int is_true_undead(object *op) { 3434is_true_undead (object *op)
3435{
3078 object *tmp=NULL; 3436 object *tmp = NULL;
3079 3437
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1;
3081 3440
3082 if(op->type==PLAYER) 3441 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3086 return 0; 3446 return 0;
3087} 3447}
3088 3448
3089/* look at the surrounding terrain to determine 3449/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3450 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3451 * indicate greater hideability.
3092 */ 3452 */
3093 3453
3454int
3094int hideability(object *ob) { 3455hideability (object *ob)
3456{
3095 int i,level=0, mflag; 3457 int i, level = 0, mflag;
3096 sint16 x,y; 3458 sint16 x, y;
3097 3459
3098 if(!ob||!ob->map) return 0; 3460 if (!ob || !ob->map)
3461 return 0;
3099 3462
3100 /* so, on normal lighted maps, its hard to hide */ 3463 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3464 level = ob->map->darkness - 2;
3102 3465
3103 /* this also picks up whether the object is glowing. 3466 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3467 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3468 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3469 if (has_carried_lights (ob))
3470 level = -(10 + (2 * ob->map->darkness));
3107 3471
3108 /* scan through all nearby squares for terrain to hide in */ 3472 /* 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]) { 3473 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3476 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue;
3479 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3481 level += 2;
3114 else /* open terrain! */ 3482 else /* open terrain! */
3115 level -= 1; 3483 level -= 1;
3116 } 3484 }
3117 3485
3118#if 0 3486#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3487 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3488#endif
3121 return level; 3489 return level;
3122} 3490}
3123 3491
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3492/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3493 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3494 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3495 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3496 */
3129 3497
3498void
3130void do_hidden_move (object *op) { 3499do_hidden_move (object *op)
3500{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3502 object *skop;
3133 3503
3134 if(!op || !op->map) return; 3504 if (!op || !op->map)
3505 return;
3135 3506
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3508
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3509 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3510 if (op->type == PLAYER && op->contr->run_on)
3511 {
3140 if(!skop || num >= skop->level) { 3512 if (!skop || num >= skop->level)
3513 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3515 make_visible (op);
3143 return; 3516 return;
3517 }
3518 else
3144 } else num += 20; 3519 num += 20;
3145 } 3520 }
3146 num += op->map->difficulty; 3521 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3522 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3523 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 {
3150 make_visible(op); 3526 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3527 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3529 }
3154 else if (op->type == PLAYER && skop) { 3530 else if (op->type == PLAYER && skop)
3531 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3533 }
3157} 3534}
3158 3535
3159/* determine if who is standing near a hostile creature. */ 3536/* determine if who is standing near a hostile creature. */
3160 3537
3538int
3161int stand_near_hostile( object *who ) { 3539stand_near_hostile (object *who)
3540{
3162 object *tmp=NULL; 3541 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3542 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3543 maptile *m;
3165 sint16 x,y; 3544 sint16 x, y;
3166 3545
3167 if(!who) return 0; 3546 if (!who)
3547 return 0;
3168 3548
3169 if(who->type==PLAYER) player=1; 3549 if (who->type == PLAYER)
3550 player = 1;
3551
3552 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3553 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3554
3172 /* search adjacent squares */ 3555 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3556 for (i = 1; i < 9; i++)
3557 {
3174 x = who->x+freearr_x[i]; 3558 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3559 y = who->y + freearr_y[i];
3176 m = who->map; 3560 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3561 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3562 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3563 * blocked, don't need to check this space.
3180 */ 3564 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3565 if (mflags & P_OUT_OF_MAP)
3566 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3568 continue;
3569
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3571 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1;
3574 else if (tmp->type == PLAYER)
3575 {
3576 /*don't let a hidden DM prevent you from hiding */
3577 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3578 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 } 3579 }
3194 } 3580 }
3195 } 3581 }
3196 return 0; 3582 return 0;
3197} 3583}
3198 3584
3199/* check the player los field for viewability of the 3585/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3586 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3587 * 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. 3594 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3595 * -b.t.
3210 * This function is now map tiling safe. 3596 * This function is now map tiling safe.
3211 */ 3597 */
3212 3598
3599int
3213int player_can_view (object *pl,object *op) { 3600player_can_view (object *pl, object *op)
3601{
3214 rv_vector rv; 3602 rv_vector rv;
3215 int dx,dy; 3603 int dx, dy;
3216 3604
3217 if(pl->type!=PLAYER) { 3605 if (pl->type != PLAYER)
3606 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3607 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3608 return -1;
3220 } 3609 }
3221 if (!pl || !op) return 0; 3610 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; 3611 return 0;
3612
3613 if (op->head)
3614 {
3615 op = op->head;
3616 }
3617 get_rangevector (pl, op, &rv, 0x1);
3618
3619 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any
3621 * part that is in the los array but isnt on
3622 * a blocked los square.
3623 * we use the archetype to figure out offsets.
3624 */
3625 while (op)
3626 {
3627 dx = rv.distance_x + op->arch->clone.x;
3628 dy = rv.distance_y + op->arch->clone.y;
3629
3630 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values.
3633 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 return 1;
3638 op = op->more;
3639 }
3640 return 0;
3247} 3641}
3248 3642
3249/* routine for both players and monsters. We call this when 3643/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3644 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3645 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3646 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3647 * return 0.
3254 */ 3648 */
3649int
3255int action_makes_visible (object *op) { 3650action_makes_visible (object *op)
3651{
3256 3652
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3656 return 0;
3260 3657
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3262 3660
3263 /* If monsters, they should become visible */ 3661 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3665 return 1;
3267 } 3666 }
3268 } 3667 }
3269 return 0; 3668 return 0;
3270} 3669}
3271 3670
3272/* op_on_battleground - checks if the given object op (usually 3671/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3672 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3673 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3674 * -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 3675 * 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 3676 * 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 3677 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3678 */
3679int
3280int op_on_battleground (object *op, int *x, int *y) { 3680op_on_battleground (object *op, int *x, int *y)
3681{
3281 object *tmp; 3682 object *tmp;
3282 3683
3283 /* A battleground-tile needs the following attributes to be valid: 3684 /* 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), 3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3687 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3688 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3689 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3691 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3696 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3697 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 {
3296 object *invtmp; 3700 object *invtmp;
3701
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3703 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3300 if (x != NULL && y != NULL) 3706 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3708 return 1;
3709 }
3303 } 3710 }
3304 } 3711 }
3305 }
3306 if (x != NULL && y != NULL) 3712 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3714 return 1;
3715 }
3309 } 3716 }
3310 }
3311 } 3717 }
3312 /* If we got here, did not find a battleground */ 3718 /* If we got here, did not find a battleground */
3313 return 0; 3719 return 0;
3314} 3720}
3315 3721
3316/* 3722/*
3320 * attributes: 3726 * attributes:
3321 * object *who the dragon player 3727 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3728 * int atnr the attack-number of the ability focus
3323 * int level ability level 3729 * int level ability level
3324 */ 3730 */
3731void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3732dragon_ability_gain (object *who, int atnr, int level)
3733{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3734 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3735 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3736 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3737 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3738 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3739 int i = 0, j = 0;
3332 3740
3333 /* get the appropriate treasurelist */ 3741 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3742 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3743 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3744 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3745 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3746 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3747 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3748 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3749 trlist = find_treasurelist ("dragon_ability_poison");
3342 3750
3343 if (trlist == NULL || who->type != PLAYER) 3751 if (trlist == NULL || who->type != PLAYER)
3752 return;
3753
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755
3756 if (tr == NULL || tr->item == NULL)
3757 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return;
3760 }
3761
3762 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone);
3764
3765 if (item->type == SPELL)
3766 {
3767 if (check_spell_known (who, item->name))
3344 return; 3768 return;
3345 3769
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3770 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3771 do_learn_spell (who, item, 0);
3348 3772 return;
3349 if (tr == NULL || tr->item == NULL) { 3773 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3774
3775 /* grant direct spell */
3776 if (item->type == SPELLBOOK)
3777 {
3778 if (!item->inv)
3779 {
3780 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3781 return;
3782 }
3783 if (check_spell_known (who, item->inv->name))
3351 return; 3784 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) { 3785 if (item->invisible)
3786 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3787 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); 3788 do_learn_spell (who, item->inv, 0);
3378 return; 3789 return;
3379 } 3790 }
3380 } 3791 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3792 else if (item->type == SKILL_TOOL && item->invisible)
3793 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3794 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3795 {
3383 3796
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3797 /* 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 3798 * 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, 3799 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3800 * but not all of them, he gets nothing.
3388 */ 3801 */
3389 if (!(skop->attacktype & item->attacktype)) { 3802 if (!(skop->attacktype & item->attacktype))
3803 {
3390 /* Give new attacktype */ 3804 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3805 skop->attacktype |= item->attacktype;
3392 3806
3393 /* always add physical if there's none */ 3807 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3808 skop->attacktype |= AT_PHYSICAL;
3395 3809
3396 if (item->msg != NULL) 3810 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3811 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3812
3399 /* Give player new face */ 3813 /* Give player new face */
3400 if (item->animation_id) { 3814 if (item->animation_id)
3815 {
3401 who->face = skop->face; 3816 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3817 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3818 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3819 who->last_anim = 0;
3405 who->state = 0; 3820 who->state = 0;
3406 animate_object(who, who->direction); 3821 animate_object (who, who->direction);
3407 } 3822 }
3408 } 3823 }
3409 } 3824 }
3410 } 3825 }
3411 else if (item->type == FORCE) { 3826 else if (item->type == FORCE)
3827 {
3412 /* forces in the treasurelist can alter the player's stats */ 3828 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3829 object *skin;
3830
3414 /* first get the dragon skin force */ 3831 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3832 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; 3833 if (skin == NULL)
3418 3834 return;
3835
3419 /* adding new spellpath attunements */ 3836 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3839 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3840
3423 /* print message */ 3841 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3842 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3843 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3844 {
3426 if(item->path_attuned & (1<<i)) { 3845 if (item->path_attuned & (1 << i))
3846 {
3427 if (j) 3847 if (j)
3428 strcat(buf," and "); 3848 strcat (buf, " and ");
3429 else 3849 else
3430 j = 1; 3850 j = 1;
3431 strcat(buf, spellpathnames[i]); 3851 strcat (buf, spellpathnames[i]);
3432 } 3852 }
3433 } 3853 }
3434 strcat(buf,"."); 3854 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3855 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3856 }
3437 3857
3438 /* evtl. adding flags: */ 3858 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3859 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3860 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3861 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3862 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3863 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3864 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3865
3446 /* print message if there is one */ 3866 /* print message if there is one */
3447 if (item->msg != NULL) 3867 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3868 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869 }
3870 else
3449 } 3871 {
3450 else {
3451 /* generate misc. treasure */ 3872 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3873 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3874 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); 3875 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3876 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3877 esrv_send_item (who, tmp);
3457 } 3878 }
3458} 3879}
3459 3880
3460/** 3881/**
3461 * Unready an object for a player. This function does nothing if the object was 3882 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3883 * not readied.
3463 */ 3884 */
3885void
3464void player_unready_range_ob(player *pl, object *ob) { 3886player_unready_range_ob (player *pl, object *ob)
3887{
3465 rangetype i; 3888 rangetype i;
3466 3889
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3468 if (pl->ranges[i] == ob) { 3892 if (pl->ranges[i] == ob)
3893 {
3469 pl->ranges[i] = NULL; 3894 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3895 if (pl->shoottype == i)
3896 {
3471 pl->shoottype = range_none; 3897 pl->shoottype = range_none;
3472 } 3898 }
3473 } 3899 }
3474 } 3900 }
3475} 3901}

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