ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.47 by root, Tue Dec 19 04:58:05 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 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
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
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
77 } 178 }
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); 179 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 180 size += strlen (buf);
170 } 181 }
171 }
172 182 }
183
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 185 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); 186 close_and_delete (fp, comp);
179} 187}
180 188
189int
181int playername_ok(const char *cp) { 190playername_ok (const char *cp)
191{
182 /* Don't allow - or _ as first character in the name */ 192 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 193 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; 194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
189} 201}
190 202
191/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 205 * Caller is responsible for setting the correct map.
197 * Hopefully this will be less bugfree and simpler. 209 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null, 210 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 211 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 212 * the one that is passed.
201 */ 213 */
202static player* get_player(player *p) { 214static player *
215get_player (player *p)
216{
203 object *op=arch_to_object(get_player_archetype(NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
204 int i; 218 int i;
205 219
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 220 /* Clears basically the entire player structure except
229 * for next and socket. 221 * for next and socket.
230 */ 222 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 223 p->clear ();
232 p->attachable_init (); //HACK
233 224
234 /* There are some elements we want initialized to non zero value - 225 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 226 * we deal with that below this point.
236 */ 227 */
237 p->party=NULL; 228 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 229 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 230 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 231 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 232 p->Swap_First = -1;
242 233
243#ifdef AUTOSAVE 234#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 235 p->last_save_tick = 9999999;
245#endif 236#endif
246 237
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 239
249 op->contr=p; /* this aren't yet in archetype */ 240 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 241 p->ob = op;
251 op->speed_left=0.5; 242 op->speed_left = 0.5;
252 op->speed=1.0; 243 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 245 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 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 */ 250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op); 251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
259 p->state=ST_ROLL_STAT; 254 p->state = ST_ROLL_STAT;
260 clear_los(op); 255 clear_los (op);
261 256
262 p->gen_sp_armour=10; 257 p->gen_sp_armour = 10;
263 p->last_speed= -1; 258 p->last_speed = -1;
264 p->shoottype=range_none; 259 p->shoottype = range_none;
265 p->bowtype=bow_normal; 260 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 261 p->petmode = pet_normal;
267 p->listening=10; 262 p->listening = 10;
268 p->usekeys=containers; 263 p->usekeys = containers;
269 p->last_weapon_sp= -1; 264 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 266 p->do_los = 1;
272 p->explore=0; 267 p->explore = 0;
273 p->no_shout=0; /* default can shout */
274 268
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 269 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 270 op->race = op->arch->clone.race;
278 271
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 273
281 /* we need to clear these to -1 and not zero - otherwise, 274 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 275 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 276 * send new values to the client, as things like exp start
284 * at zero. 277 * at zero.
285 */ 278 */
286 for (i=0; i < NUM_SKILLS; i++) { 279 for (i = 0; i < NUM_SKILLS; i++)
280 {
287 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
289 } 283 }
284
290 for (i=0; i < NROFATTACKS; i++) { 285 for (i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
292 } 287
293 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 289 p->last_weight = (uint32) - 1;
295 290
296 p->socket.update_look=0; 291 p->socket->update_look = 0;
297 p->socket.look_position=0; 292 p->socket->look_position = 0;
293
298 return p; 294 return p;
299} 295}
300
301 296
302/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
298static void
303static void set_first_map(object *op) 299set_first_map (object *op)
304{ 300{
305 strcpy(op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 302 op->x = -1;
307 op->y = -1; 303 op->y = -1;
308 enter_exit(op, NULL); 304 enter_exit (op, 0);
309} 305}
310 306
311/* Tries to add player on the connection passwd in ns. 307/* 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 308 * All we can really get in this is some settings like host and display
313 * mode. 309 * mode.
314 */ 310 */
315 311
316int add_player(NewSocket *ns) { 312int
317 player *p; 313add_player (client *ns)
314{
315 player *p = new player;
318 316
319 p=get_player(NULL);
320 p->socket = *ns; 317 p->socket = ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 318 ns->pl = p;
322 if(p->socket.faces_sent == NULL) 319
323 fatal(OUT_OF_MEMORY); 320 p->next = first_player;
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 321 first_player = p;
325 /* Needed because the socket we just copied over needs to be cleared. 322
326 * Note that this can result in a client reset if there is partial data 323 p = get_player (p);
327 * on the uncoming socket. 324
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 325 set_first_map (p->ob);
331 326
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 328 add_friendly_object (p->ob);
334 send_rules(p->ob); 329 send_rules (p->ob);
335 send_news(p->ob); 330 send_news (p->ob);
336 display_motd(p->ob); 331 display_motd (p->ob);
337 get_name(p->ob); 332 get_name (p->ob);
333
338 return 0; 334 return 0;
339} 335}
340 336
341/* 337/*
342 * get_player_archetype() return next player archetype from archetype 338 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 339 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 340 * Note: there MUST be at least one player archetype!
345 */ 341 */
342archetype *
346archetype *get_player_archetype(archetype* at) 343get_player_archetype (archetype *at)
347{ 344{
348 archetype *start = at; 345 archetype *start = at;
346
349 for (;;) { 347 for (;;)
348 {
350 if (at==NULL || at->next==NULL) 349 if (at == NULL || at->next == NULL)
351 at=first_archetype; 350 at = first_archetype;
352 else 351 else
353 at=at->next; 352 at = at->next;
353
354 if(at->clone.type==PLAYER) 354 if (at->clone.type == PLAYER)
355 return at; 355 return at;
356
356 if (at == start) { 357 if (at == start)
358 {
357 LOG (llevError, "No Player archetypes\n"); 359 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 360 exit (-1);
359 } 361 }
360 } 362 }
361} 363}
362 364
363 365object *
364object *get_nearest_player(object *mon) { 366get_nearest_player (object *mon)
367{
365 object *op = NULL; 368 object *op = NULL;
366 player *pl = NULL; 369 player *pl = NULL;
367 objectlink *ol; 370 objectlink *ol;
368 unsigned lastdist; 371 unsigned lastdist;
369 rv_vector rv; 372 rv_vector rv;
370 373
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
372 /* We should not find free objects on this friendly list, but it 376 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 377 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 378 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 379 * list is also free, so encapsulate this in a while loop.
376 */ 380 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
378 object *tmp=ol->ob; 383 object *tmp = ol->ob;
379 384
380 /* Can't do much more other than log the fact, because the object 385 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 386 * itself will have been cleared.
382 */ 387 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 389 ol = ol->next;
385 remove_friendly_object(tmp); 390 remove_friendly_object (tmp);
391 if (!ol)
386 if (!ol) return op; 392 return op;
387 } 393 }
388 394
389 /* Remove special check for player from this. First, it looks to cause 395 /* 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 396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 397 * 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 398 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 399 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 400 * on_same_map check, as can_detect_enemy also does this
395 */ 401 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 402 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 403 continue;
398 404
399 if(lastdist>rv.distance) { 405 if (lastdist > rv.distance)
406 {
400 op=ol->ob; 407 op = ol->ob;
401 lastdist=rv.distance; 408 lastdist = rv.distance;
402 } 409 }
403 } 410 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
406 415
407 if(lastdist>rv.distance) { 416 if (lastdist > rv.distance)
417 {
408 op=pl->ob; 418 op = pl->ob;
409 lastdist=rv.distance; 419 lastdist = rv.distance;
410 } 420 }
411 } 421 }
412 } 422 }
413#if 0 423#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 425#endif
416 return op; 426 return op;
417} 427}
418 428
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 429/* 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 430 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 431 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 468 * 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, 469 * 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 470 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 471 * is blocking itself.
462 */ 472 */
473int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 474path_to_player (object *mon, object *pl, unsigned mindiff)
475{
464 rv_vector rv; 476 rv_vector rv;
465 sint16 x,y; 477 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 479 maptile *m, *lastmap;
468 480
469 get_rangevector(mon, pl, &rv, 0); 481 get_rangevector (mon, pl, &rv, 0);
470 482
471 if (rv.distance<mindiff) return 0; 483 if (rv.distance < mindiff)
484 return 0;
472 485
473 x=mon->x; 486 x = mon->x;
474 y=mon->y; 487 y = mon->y;
475 m=mon->map; 488 m = mon->map;
476 dir = rv.direction; 489 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 490 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); 491 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. */ 492 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 493 if (diff > max)
494 return 0;
481 while (diff >1 && max>0) { 495 while (diff > 1 && max > 0)
496 {
482 lastx = x; 497 lastx = x;
483 lasty = y; 498 lasty = y;
484 lastmap = m; 499 lastmap = m;
485 x = lastx + freearr_x[dir]; 500 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 501 y = lasty + freearr_y[dir];
487 502
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 503 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); 504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 505
491 /* Space is blocked - try changing direction a little */ 506 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 507 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)))) { 508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
494 /* recalculate direction from last good location. Possible 510 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 511 * we were not traversing ideal location before.
496 */ 512 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 514 if (rv.direction != dir)
515 {
499 /* OK - says direction should be different - lets reset the 516 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 517 * the values so it will try again.
501 */ 518 */
502 x = lastx; 519 x = lastx;
503 y = lasty; 520 y = lasty;
504 m = lastmap; 521 m = lastmap;
505 dir = firstdir = rv.direction; 522 dir = firstdir = rv.direction;
523 }
506 } else { 524 else
525 {
507 /* direct path is blocked - try taking a side step to 526 /* direct path is blocked - try taking a side step to
508 * either the left or right. 527 * either the left or right.
509 * Note increase the values in the loop below to be 528 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 529 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 530 * 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 531 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 532 * stepping back and forth
514 */ 533 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 537 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 538 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 539 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 540 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 541 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 542 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 543 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 544 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 545 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 546 * the last direction the creature has successfully
526 * moved. 547 * moved.
527 */ 548 */
528 549
529 x = lastx + freearr_x[absdir(lastdir+i)]; 550 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 551 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 552 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 554 if (mflags & P_OUT_OF_MAP)
555 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 559 if (mflags & P_BLOCKSVIEW)
560 continue;
537 561
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
539 } 564 }
540 /* go through entire loop without finding a valid 565 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 566 * sidestep to take - thus, no valid path.
542 */ 567 */
543 if (i==(DETOUR_AMOUNT+1)) 568 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 569 return 0;
545 diff--; 570 diff--;
546 lastdir=dir; 571 lastdir = dir;
547 max--; 572 max--;
548 if (!firstdir) firstdir = dir+i; 573 if (!firstdir)
574 firstdir = dir + i;
549 } /* else check alternate directions */ 575 } /* else check alternate directions */
550 } /* if blocked */ 576 } /* if blocked */
551 else { 577 else
578 {
552 /* we moved towards creature, so diff is less */ 579 /* we moved towards creature, so diff is less */
553 diff--; 580 diff--;
554 max--; 581 max--;
555 lastdir=dir; 582 lastdir = dir;
583 if (!firstdir)
556 if (!firstdir) firstdir = dir; 584 firstdir = dir;
585 }
586 if (diff <= 1)
557 } 587 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 588 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 589 * headed toward player for entire distance.
561 */ 590 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 591 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); 592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 593 }
565 if (diff>max) return 0; 594 if (diff > max)
595 return 0;
566 } 596 }
567 /* If we reached the max, didn't find a direction in time */ 597 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 598 if (!max)
599 return 0;
569 600
570 return firstdir; 601 return firstdir;
571} 602}
572 603
604void
573void give_initial_items(object *pl,treasurelist *items) { 605give_initial_items (object *pl, treasurelist * items)
606{
574 object *op,*next=NULL; 607 object *op, *next = NULL;
575 608
576 if(pl->randomitems!=NULL) 609 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 611
579 for (op=pl->inv; op; op=next) { 612 for (op = pl->inv; op; op = next)
613 {
580 next = op->below; 614 next = op->below;
581 615
582 /* Forces get applied per default, unless they have the 616 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 617 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 618 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 620 SET_FLAG (op, FLAG_APPLIED);
587 621
588 /* we never give weapons/armour if these cannot be used 622 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 623 * by this player due to race restrictions
590 */ 624 */
591 if (pl->type == PLAYER) { 625 if (pl->type == PLAYER)
626 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 628 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 629 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 630 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 631 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 } 632 {
602 } 633 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; 634 continue;
622 } 635 }
623 if (op->nrof > 1) op->nrof = 1; 636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 645 {
646 object *tmp;
625 647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
626 if (op->type == SPELLBOOK && op->inv) { 663 if (op->type == SPELLBOOK && op->inv)
664 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 666 }
629 667
630 /* Give starting characters identified, uncursed, and undamned 668 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 669 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 670 * merged properly.
633 */ 671 */
634 if (need_identify(op)) { 672 if (need_identify (op))
673 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 674 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 675 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
638 } 679 {
639 if(op->type==SPELL) { 680 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 681 continue;
682 }
683 else if (op->type == SKILL)
643 } 684 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 686 op->stats.exp = 0;
647 op->level = 1; 687 op->level = 1;
648 } 688 }
649 /* lock all 'normal items by default */ 689 /* lock all 'normal items by default */
690 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 691 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 692 } /* for loop of objects in player inv */
652 693
653 /* Need to set up the skill pointers */ 694 /* Need to set up the skill pointers */
654 link_player_skills(pl); 695 link_player_skills (pl);
655} 696}
656 697
698void
657void get_name(object *op) { 699get_name (object *op)
700{
658 op->contr->write_buf[0]='\0'; 701 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 702 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 703 send_query (op->contr->socket, 0, "What is your name?\n:");
661} 704}
662 705
706void
663void get_password(object *op) { 707get_password (object *op)
708{
664 op->contr->write_buf[0]='\0'; 709 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 710 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 712}
668 713
714void
669void play_again(object *op) 715play_again (object *op)
670{ 716{
671 op->contr->state=ST_PLAY_AGAIN; 717 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 718 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 719 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 720 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 721 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 722 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 723 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 724 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 725 * to leave it to play_again to remove the object in all
680 * cases. 726 * cases.
681 */ 727 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 728 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 729 op->remove ();
684 /* Need to set this to null - otherwise, it could point to garbage, 730 /* 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 731 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 732 * the map is null or not swapped out.
687 */ 733 */
688 op->map = NULL; 734 op->map = NULL;
689} 735}
690 736
691 737int
692int receive_play_again(object *op, char key) 738receive_play_again (object *op, char key)
693{ 739{
694 if(key=='q'||key=='Q') { 740 if (key == 'q' || key == 'Q')
741 {
695 remove_friendly_object(op); 742 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 743 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 744 return 2;
698 } 745 }
699 else if(key=='a'||key=='A') { 746 else if (key == 'a' || key == 'A')
747 {
700 player *pl = op->contr; 748 player *pl = op->contr;
701 const char *name = op->name; 749 shstr name = op->name;
702 750
703 add_refcount(name); 751 op->contr = 0;
704 remove_friendly_object(op); 752 op->type = 0;
705 free_object(op); 753 op->destroy (1);
706 pl = get_player(pl); 754 pl = get_player (pl);
707 op = pl->ob; 755 op = pl->ob;
708 add_friendly_object(op); 756 add_friendly_object (op);
709 op->contr->password[0]='~'; 757 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 758 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 759 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 761 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 762 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 763 set_first_map (op);
719 } else { 764 }
765 else
720 /* user pressed something else so just ask again... */ 766 /* user pressed something else so just ask again... */
721 play_again(op); 767 play_again (op);
722 } 768
723 return 0; 769 return 0;
724} 770}
725 771
772void
726void confirm_password(object *op) { 773confirm_password (object *op)
774{
727 775
728 op->contr->write_buf[0]='\0'; 776 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 777 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 779}
732 780
781void
733void get_party_password(object *op, partylist *party) { 782get_party_password (object *op, partylist *party)
783{
734 if (party == NULL) { 784 if (party == NULL)
785 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 787 return;
737 } 788 }
738 op->contr->write_buf[0]='\0'; 789 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 790 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 791 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 793}
743 794
744 795
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int
746int roll_stat(void) { 798roll_stat (void)
799{
747 int a[4],i,j,k; 800 int a[4], i, j, k;
748 801
749 for(i=0;i<4;i++) 802 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 803 a[i] = (int) RANDOM () % 6 + 1;
751 804
752 for(i=0,j=0,k=7;i<4;i++) 805 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 806 if (a[i] < k)
754 k=a[i],j=i; 807 k = a[i], j = i;
755 808
756 for(i=0,k=0;i<4;i++) { 809 for (i = 0, k = 0; i < 4; i++)
810 {
757 if(i!=j) 811 if (i != j)
758 k+=a[i]; 812 k += a[i];
759 } 813 }
760 return k; 814 return k;
761} 815}
762 816
817void
763void roll_stats(object *op) { 818roll_stats (object *op)
819{
764 int sum=0; 820 int sum = 0;
765 int i = 0, j = 0; 821 int i = 0, j = 0;
766 int statsort[7]; 822 int statsort[7];
767 823
824 do
768 do { 825 {
769 op->stats.Str=roll_stat(); 826 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 827 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 828 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 829 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 830 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 831 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 832 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 833 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+ 834 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 835 while (sum < 82 || sum > 116);
780 836
781 /* Sort the stats so that rerolling is easier... */ 837 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 838 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 839 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 840 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 841 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 842 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 843 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 844 statsort[6] = op->stats.Cha;
789 845
790 /* a quick and dirty bubblesort? */ 846 /* a quick and dirty bubblesort? */
847 do
791 do { 848 {
792 if (statsort[i] < statsort[i + 1]) { 849 if (statsort[i] < statsort[i + 1])
850 {
793 j = statsort[i]; 851 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 852 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 853 statsort[i + 1] = j;
796 i = 0; 854 i = 0;
855 }
797 } else { 856 else
857 {
798 i++; 858 i++;
799 } 859 }
860 }
800 } while (i < 6); 861 while (i < 6);
801 862
802 op->stats.Str = statsort[0]; 863 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 864 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 865 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 866 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 867 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 868 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 869 op->stats.Cha = statsort[6];
809 870
810 871
811 op->contr->orig_stats.Str=op->stats.Str; 872 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 873 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 874 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 875 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 876 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 877 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 878 op->contr->orig_stats.Cha = op->stats.Cha;
818 879
819 op->level=1; 880 op->level = 1;
820 op->stats.exp=0; 881 op->stats.exp = 0;
821 op->stats.ac=0; 882 op->stats.ac = 0;
822 883
823 op->contr->levhp[1] = 9; 884 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 885 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 886 op->contr->levgrace[1] = 3;
826 887
827 fix_player(op); 888 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 889 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 890 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 891 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 892 op->contr->orig_stats = op->stats;
832} 893}
833 894
895void
834void Roll_Again(object *op) 896Roll_Again (object *op)
835{ 897{
836 esrv_new_player(op->contr, 0); 898 esrv_new_player (op->contr, 0);
899 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)? "); 900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 901}
839 902
903void
840void Swap_Stat(object *op,int Swap_Second) 904Swap_Stat (object *op, int Swap_Second)
841{ 905{
842 signed char tmp; 906 signed char tmp;
843 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
844 908
845 if ( op->contr->Swap_First == -1 ) { 909 if (op->contr->Swap_First == -1)
910 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 911 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,"); 912 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"); 913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 914 return;
850 } 915 }
851 916
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 918
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 919 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));
856 920
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 922
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 924 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 925 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 926 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 927 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 928 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 929 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 930 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 931 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 932 op->stats.ac = 0;
869 933
870 op->level=1; 934 op->level = 1;
871 op->stats.exp=0; 935 op->stats.exp = 0;
872 op->stats.ac=0; 936 op->stats.ac = 0;
873 937
874 op->contr->levhp[1] = 9; 938 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 939 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 940 op->contr->levgrace[1] = 3;
877 941
878 fix_player(op); 942 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 943 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 944 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 945 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 946 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 947 op->contr->Swap_First = -1;
884} 948}
885 949
886 950
887/* This code has been greatly reduced, because with set_attr_value 951/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 952 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 953 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 954 * 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 955 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 956 * the number's access that stat. The table does that translation.
893 */ 957 */
958int
894int key_roll_stat(object *op, char key) 959key_roll_stat (object *op, char key)
895{ 960{
896 int keynum = key -'0'; 961 int keynum = key - '0';
897 char buf[MAX_BUF]; 962 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 964
900 if (keynum>0 && keynum<=7) { 965 if (keynum > 0 && keynum <= 7)
966 {
901 if (op->contr->Swap_First==-1) { 967 if (op->contr->Swap_First == -1)
968 {
902 op->contr->Swap_First=stat_trans[keynum]; 969 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 971 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 972 }
906 else 973 else
907 Swap_Stat(op,stat_trans[keynum]); 974 Swap_Stat (op, stat_trans[keynum]);
908 975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1011 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 1012
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': 1013 case 'q':
937 case 'Y': 1014 case 'Q':
938 roll_stats(op); 1015 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1016 return 1;
941 1017
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1018 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1020 return 0;
950 } 1021 }
951 return 0; 1022 return 0;
952} 1023}
953 1024
954/* This function takes the key that is passed, and does the 1025/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1026 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1027 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1028 * separate race and class; this actually changes the RACE,
958 * not the class. 1029 * not the class.
959 */ 1030 */
960 1031
1032int
961int key_change_class(object *op, char key) 1033key_change_class (object *op, char key)
962{ 1034{
963 int tmp_loop; 1035 int tmp_loop;
964 1036
965 if(key=='q'||key=='Q') { 1037 if (key == 'q' || key == 'Q')
1038 {
966 remove_ob(op); 1039 op->remove ();
967 play_again(op); 1040 play_again (op);
968 return 0; 1041 return 0;
969 } 1042 }
970 if(key=='d'||key=='D') { 1043 if (key == 'd' || key == 'D')
1044 {
971 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
972 1046
973 /* this must before then initial items are given */ 1047 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1048 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
977 INVOKE_PLAYER (BIRTH, op->contr); 1054 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1055 INVOKE_PLAYER (LOGIN, op->contr);
979 1056
980 op->contr->state=ST_PLAYING; 1057 op->contr->state = ST_PLAYING;
981 1058
982 if (op->msg) { 1059 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1060 op->msg = NULL;
985 }
986 1061
987 /* We create this now because some of the unique maps will need it 1062 /* We create this now because some of the unique maps will need it
988 * to save here. 1063 * to save here.
989 */ 1064 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1066 make_path_to_file (buf);
992 1067
993#ifdef AUTOSAVE 1068#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1069 op->contr->last_save_tick = pticks;
995#endif 1070#endif
996 start_info(op); 1071 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1072 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1073 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1074 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1075 esrv_send_inventory (op, op);
1001 fix_player(op); 1076 fix_player (op);
1002 1077
1003 /* This moves the player to a different start map, if there 1078 /* This moves the player to a different start map, if there
1004 * is one for this race 1079 * is one for this race
1005 */ 1080 */
1006 if(*first_map_ext_path) { 1081 if (*first_map_ext_path)
1082 {
1007 object *tmp; 1083 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1084 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1085
1011 first_map_ext_path, op->arch->name); 1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1087 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1088 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1089 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1090 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1092 * if the map isn't there, then stay on the
1018 * default initial map */ 1093 * default initial map */
1019 free_object(tmp); 1094 tmp->destroy ();
1095 }
1020 } else { 1096 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1097 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1098
1023 return 0; 1099 return 0;
1024 } 1100 }
1025 1101
1026 /* Following actually changes the race - this is the default command 1102 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1103 * if we don't match with one of the options above.
1028 */ 1104 */
1029 1105
1030 tmp_loop = 0; 1106 tmp_loop = 0;
1031 while(!tmp_loop) { 1107 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1108 {
1109 shstr name = op->name;
1033 int x = op->x, y = op->y; 1110 int x = op->x, y = op->y;
1111
1034 remove_statbonus(op); 1112 remove_statbonus (op);
1035 remove_ob (op); 1113 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 1114 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1115 op->arch->clone.copy_to (op);
1038 op->instantiate (); 1116 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1117 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1118 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; 1119 op->x = x;
1045 op->y = y; 1120 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1121 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1122 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1123 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1124 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1125 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 1126 }
1127
1055 update_object(op,UP_OBJ_FACE); 1128 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 1129 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 1130 fix_player (op);
1058 op->stats.hp=op->stats.maxhp; 1131 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 1132 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 1133 op->stats.grace = 0;
1134
1061 if (op->msg) 1135 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1138 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; 1139 return 0;
1065} 1140}
1066 1141
1142int
1067int key_confirm_quit(object *op, char key) 1143key_confirm_quit (object *op, char key)
1068{ 1144{
1069 char buf[MAX_BUF]; 1145 char buf[MAX_BUF];
1070 1146
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1072 op->contr->state=ST_PLAYING; 1149 op->contr->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1151 return 1;
1075 } 1152 }
1076 1153
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1154 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1155 INVOKE_PLAYER (QUIT, op->contr);
1079 1156
1080 terminate_all_pets(op); 1157 terminate_all_pets (op);
1081 leave_map(op); 1158 leave_map (op);
1082 op->direction=0; 1159 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1161
1086 strcpy(op->contr->killer,"quit"); 1162 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1163 check_score (op);
1088 op->contr->party=NULL; 1164 op->contr->party = NULL;
1089 if (settings.set_title == TRUE) 1165 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1166 op->contr->own_title[0] = '\0';
1091 1167
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1093 mapstruct *mp, *next; 1170 maptile *mp, *next;
1094 1171
1095 /* We need to hunt for any per player unique maps in memory and 1172 /* 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, 1173 * 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 1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 1175 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1101 next = mp->next; 1179 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1180 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1181 delete_map (mp);
1104 }
1105 1182 }
1183
1106 delete_character(op->name, 1); 1184 delete_character (op->name, 1);
1107 } 1185 }
1186
1108 play_again(op); 1187 play_again (op);
1109 return 1; 1188 return 1;
1110} 1189}
1111 1190
1191void
1112void flee_player(object *op) { 1192flee_player (object *op)
1193{
1113 int dir,diff; 1194 int dir, diff;
1114 rv_vector rv; 1195 rv_vector rv;
1115 1196
1116 if(op->stats.hp < 0) { 1197 if (op->stats.hp < 0)
1198 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1199 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1200 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1201 return;
1120 } 1202 }
1121 1203
1122 if(op->enemy==NULL) { 1204 if (op->enemy == NULL)
1205 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1207 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1208 return;
1126 } 1209 }
1127 1210
1128 /* Seen some crashes here. Since we don't store an 1211 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1212 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1213 * actual enemy, and the object is recycled.
1131 */ 1214 */
1132 if (op->enemy->map == NULL) { 1215 if (op->enemy->map == NULL)
1216 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1217 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1218 op->enemy = NULL;
1135 return; 1219 return;
1136 } 1220 }
1137 1221
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1139 op->enemy=NULL; 1224 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1226 return;
1142 } 1227 }
1143 get_rangevector(op, op->enemy, &rv, 0); 1228 get_rangevector (op, op->enemy, &rv, 0);
1144 1229
1145 dir=absdir(4+rv.direction); 1230 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1231 for (diff = 0; diff < 3; diff++)
1232 {
1147 int m=1-(RANDOM()&2); 1233 int m = 1 - (RANDOM () & 2);
1148 if(move_ob(op,absdir(dir+diff*m),op)|| 1234
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1150 return;
1151 } 1236 {
1237 return;
1238 }
1152 } 1239 }
1153 /* Cornered, get rid of scared */ 1240 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1241 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1242 op->enemy = NULL;
1156} 1243}
1157 1244
1158 1245
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1246/* 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 1247 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1248 * stop.
1162 */ 1249 */
1250int
1163int check_pick(object *op) { 1251check_pick (object *op)
1252{
1164 object *tmp, *next; 1253 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1254 int stop = 0;
1167 int j, k, wvratio; 1255 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1256 char putstring[128], tmpstr[16];
1169 1257
1170
1171 /* if you're flying, you cna't pick up anything */ 1258 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1259 if (op->move_type & MOVE_FLYING)
1173 return 1; 1260 return 1;
1174 1261
1175 op_tag = op->count;
1176
1177 next = op->below; 1262 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1263
1181 /* loop while there are items on the floor that are not marked as 1264 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1265 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1266 while (next && !next->destroyed ())
1184 { 1267 {
1185 tmp = next; 1268 tmp = next;
1186 next = tmp->below; 1269 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1270
1190 if (was_destroyed (op, op_tag)) 1271 if (op->destroyed ())
1191 return 0; 1272 return 0;
1192 1273
1193 if ( ! can_pick (op, tmp)) 1274 if (!can_pick (op, tmp))
1194 continue; 1275 continue;
1195 1276
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1278 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1279 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1280 pick_up (op, tmp);
1200 continue; 1281 continue;
1201 } 1282 }
1202 1283
1203 /* high not bit set? We're using the old autopickup model */ 1284 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1205 switch (op->contr->mode) { 1287 switch (op->contr->mode)
1288 {
1289 case 0:
1206 case 0: return 1; /* don't pick up */ 1290 return 1; /* don't pick up */
1291 case 1:
1207 case 1: pick_up (op, tmp); 1292 pick_up (op, tmp);
1208 return 1; 1293 return 1;
1294 case 2:
1209 case 2: pick_up (op, tmp); 1295 pick_up (op, tmp);
1210 return 0; 1296 return 0;
1297 case 3:
1211 case 3: return 0; /* stop before pickup */ 1298 return 0; /* stop before pickup */
1299 case 4:
1212 case 4: pick_up (op, tmp); 1300 pick_up (op, tmp);
1213 break; 1301 break;
1302 case 5:
1214 case 5: pick_up (op, tmp); 1303 pick_up (op, tmp);
1215 stop = 1; 1304 stop = 1;
1216 break; 1305 break;
1217 case 6: 1306 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1307 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); 1308 pick_up (op, tmp);
1221 break; 1309 break;
1222 1310
1223 case 7: 1311 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1312 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1313 pick_up (op, tmp);
1226 break; 1314 break;
1227 1315
1228 default: 1316 default:
1229 /* use value density */ 1317 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1319 && (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); 1320 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 } 1321 }
1262 } 1322 }
1263 } 1323 else
1324 { /* old model */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG)
1327 {
1328 /* some debugging code to figure out item information */
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &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); 1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1350
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 /* print the flags too */
1268 for(k=0;k<4;k++) 1353 for (k = 0; k < 4; k++)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1356 for (j = 0; j < 32; j++)
1272 { 1357 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 if (!((j + 1) % 4))
1275 } 1360 fprintf (stderr, " ");
1361 }
1276 fprintf(stderr," [%d]\n", k*32); 1362 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1363 }
1278#endif 1364#endif
1279 } 1365 }
1280 /* philosophy: 1366 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1367 * 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 1368 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1369 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1370 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1371 * example.
1286 * The drawback: right now it has no frontend, so you need to 1372 * 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 1373 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1374 * convert to decimal and then 'pickup <#>
1289 */ 1375 */
1290 1376
1291 /* the first two modes are exclusive: if NOTHING we return, if 1377 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1378 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1379 * meaning if any test passes, the item gets picked up. */
1294 1380
1295 /* if mode is set to pick nothing up, return */ 1381 /* if mode is set to pick nothing up, return */
1296 1382
1297 if(op->contr->mode & PU_NOTHING) return 1; 1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1298 1385
1299 /* if mode is set to stop when encountering objects, return */ 1386 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1387 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1388 * anything up */
1302 1389
1303 if(op->contr->mode & PU_STOP) return 0; 1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1304 1392
1305 /* useful for going into stores and not losing your settings... */ 1393 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1394 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1395 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1309 1398
1310 /* prevent us from turning into auto-thieves :) */ 1399 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1312 1402
1313 /* ignore known cursed objects */ 1403 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1315 1406
1316 /* all food and drink if desired */ 1407 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1408 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1409 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1410 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1321 if(op->contr->mode & PU_DRINK) 1416 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1417 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; } 1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1324 1422
1325 if(op->contr->mode & PU_POTION) 1423 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1424 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1328 1429
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1430 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1431 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1432 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1333 if(op->contr->mode & PU_SKILLSCROLL) 1438 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1439 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1336 if(op->contr->mode & PU_READABLES) 1445 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1339 1451
1340 /* wands/staves/rods/horns */ 1452 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1344 1459
1345 /* pick up all magical items */ 1460 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1461 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1462 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; } 1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1349 1467
1350 if(op->contr->mode & PU_VALUABLES) 1468 if (op->contr->mode & PU_VALUABLES)
1351 { 1469 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1470 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1471 {
1354 } 1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1355 1476
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1477 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1478 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1479 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1360 1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1361 /* bows and arrows. Bows are good for selling! */ 1493 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1494 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1495 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1365 if(op->contr->mode & PU_ARROW) 1501 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1502 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1368 1507
1369 /* all kinds of armor etc. */ 1508 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1509 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1510 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1373 if(op->contr->mode & PU_HELMET) 1516 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1517 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1376 if(op->contr->mode & PU_SHIELD) 1523 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1524 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1379 if(op->contr->mode & PU_BOOTS) 1530 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1531 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1382 if(op->contr->mode & PU_GLOVES) 1537 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1538 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1385 if(op->contr->mode & PU_CLOAK) 1544 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1545 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1388 1550
1389 /* hoping to catch throwing daggers here */ 1551 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1552 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1393 1558
1394 /* careful: chairs and tables are weapons! */ 1559 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1560 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1561 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1562 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1563 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1566 {
1402 } 1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1572 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1573 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1575 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1408 } 1580 }
1409 }
1410 1581
1411 /* misc stuff that's useful */ 1582 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1583 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1415 1589
1416 /* any of the last 4 bits set means we use the ratio for value 1590 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1591 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1592 if (op->contr->mode & PU_RATIO)
1419 { 1593 {
1420 /* use value density to decide what else to grab */ 1594 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1595 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1596 /* >=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 */ 1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1600 {
1427 pick_up(op, tmp); 1601 pick_up (op, tmp);
1428#if 0 1602#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1604 if (tmp->name != NULL)
1605 {
1431 fprintf(stderr,"%s", tmp->name); 1606 fprintf (stderr, "%s", tmp->name);
1432 } 1607 }
1608 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1609 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1612#endif
1437 continue; 1613 continue;
1614 }
1438 } 1615 }
1616 } /* the new pickup model */
1439 } 1617 }
1440 } /* the new pickup model */ 1618
1441 }
1442 return ! stop; 1619 return !stop;
1443} 1620}
1444 1621
1445/* 1622/*
1446 * Find an arrow in the inventory and after that 1623 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1624 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1625 * found object is returned.
1449 */ 1626 */
1627object *
1450object *find_arrow(object *op, const char *type) 1628find_arrow (object *op, const char *type)
1451{ 1629{
1452 object *tmp = NULL; 1630 object *tmp = NULL;
1453 1631
1454 for(op=op->inv; op; op=op->below) 1632 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1633 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); 1634 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1635 else if (op->type == ARROW && op->race == type)
1459 return op; 1636 return op;
1460 return tmp; 1637 return tmp;
1461} 1638}
1462 1639
1463/* 1640/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1641 * 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 1642 * 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 1643 * 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. 1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1645 */
1469 1646
1647object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1648find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1649{
1472 object *tmp = NULL, *arrow, *ntmp; 1650 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1651 int attacknum, attacktype, betterby = 0, i;
1474 1652
1475 if (!type) 1653 if (!type)
1476 return NULL; 1654 return NULL;
1477 1655
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1657 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 {
1481 i = 0; 1660 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1661 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1662 if (i > betterby)
1663 {
1484 tmp = ntmp; 1664 tmp = ntmp;
1485 betterby = i; 1665 betterby = i;
1486 } 1666 }
1667 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1488 /* allways prefer assasination/slaying */ 1670 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1672 {
1491 if (arrow->attacktype & AT_DEATH) { 1673 if (arrow->attacktype & AT_DEATH)
1674 {
1492 *better = 100; 1675 *better = 100;
1493 return arrow; 1676 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1677 }
1498 } else { 1678 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 } 1679 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1680 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1681 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 } 1682 }
1515 } 1683 }
1684 else
1685 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1688 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1691 {
1692 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1694 }
1695 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 {
1698 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 }
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 {
1703 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 }
1516 } 1706 }
1707 }
1517 } 1708 }
1518 if (tmp == NULL && arrow == NULL) 1709 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1710 return find_arrow (op, type);
1520 1711
1521 *better = betterby; 1712 *better = betterby;
1522 return tmp; 1713 return tmp;
1523} 1714}
1524 1715
1525/* looks in a given direction, finds the first valid target, and calls 1716/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1717 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1718 * op = the shooter
1528 * type = bow->race 1719 * type = bow->race
1529 * dir = fire direction 1720 * dir = fire direction
1530 */ 1721 */
1531 1722
1723object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1724pick_arrow_target (object *op, const char *type, int dir)
1533{ 1725{
1534 object *tmp = NULL; 1726 object *tmp = NULL;
1535 mapstruct *m; 1727 maptile *m;
1536 int i, mflags, found, number; 1728 int i, mflags, found, number;
1537 sint16 x, y; 1729 sint16 x, y;
1538 1730
1539 if (op->map == NULL) 1731 if (op->map == NULL)
1540 return find_arrow(op, type); 1732 return find_arrow (op, type);
1541 1733
1542 /* do a dex check */ 1734 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1735 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))) 1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1737 return find_arrow (op, type);
1546 1738
1547 m = op->map; 1739 m = op->map;
1548 x = op->x; 1740 x = op->x;
1549 y = op->y; 1741 y = op->y;
1550 1742
1551 /* find the first target */ 1743 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1553 x += freearr_x[dir]; 1746 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1747 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1557 tmp = NULL; 1751 tmp = NULL;
1752 break;
1753 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption.
1758 */
1759 tmp = NULL;
1760 break;
1761 }
1762 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1558 break; 1771 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 } 1772 }
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 } 1773 }
1576 if (tmp == NULL) 1774 if (tmp == NULL)
1577 return find_arrow(op, type); 1775 return find_arrow (op, type);
1578 1776
1579 if (tmp->head) 1777 if (tmp->head)
1580 tmp = tmp->head; 1778 tmp = tmp->head;
1581 1779
1582 return find_better_arrow(op, tmp, type, &i); 1780 return find_better_arrow (op, tmp, type, &i);
1583} 1781}
1584 1782
1585/* 1783/*
1586 * Creature fires a bow - op can be monster or player. Returns 1784 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1785 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1788 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1789 * 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 1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1791 * player fire modes.
1594 */ 1792 */
1793int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1795{
1598 object *left, *bow; 1796 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1797 int bowspeed, mflags;
1601 mapstruct *m; 1798 maptile *m;
1602 1799
1603 if (!dir) { 1800 if (!dir)
1801 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1803 return 0;
1606 } 1804 }
1607 if (op->type == PLAYER) 1805 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1806 bow = op->contr->ranges[range_bow];
1609 else { 1807 else
1808 {
1610 for(bow=op->inv; bow; bow=bow->below) 1809 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1810 /* 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. 1811 * don't need to switch back and forth between bows and weapons.
1613 */ 1812 */
1614 if(bow->type==BOW) 1813 if (bow->type == BOW)
1615 break; 1814 break;
1616 1815
1617 if (!bow) { 1816 if (!bow)
1817 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1819 return 0;
1620 } 1820 }
1621 } 1821 }
1622 if( !bow->race || !bow->skill) { 1822 if (!bow->race || !bow->skill)
1823 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1825 return 0;
1625 } 1826 }
1626 1827
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1829
1629 /* penalize ROF for bestarrow */ 1830 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1832 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1) 1833 if (bowspeed < 1)
1633 bowspeed = 1; 1834 bowspeed = 1;
1634 1835
1635 if (arrow == NULL) { 1836 if (arrow == NULL)
1837 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1838 if ((arrow = find_arrow (op, bow->race)) == NULL)
1839 {
1637 if (op->type == PLAYER) 1840 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1841 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 */ 1842 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1843 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1844 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1845 return 0;
1644 } 1846 }
1645 } 1847 }
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1849 if (mflags & P_OUT_OF_MAP)
1850 {
1648 return 0; 1851 return 0;
1649 } 1852 }
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1856 return 0;
1653 } 1857 }
1654 1858
1655 /* this should not happen, but sometimes does */ 1859 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1860 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1861 {
1658 free_object(arrow); 1862 arrow->destroy ();
1659 return 0; 1863 return 0;
1660 } 1864 }
1661 1865
1662 left = arrow; /* these are arrows left to the player */ 1866 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1867 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1868 if (arrow == NULL)
1869 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1871 return 0;
1669 } 1872 }
1670 set_owner(arrow, op); 1873 arrow->set_owner (op);
1671 if (arrow->skill) free_string(arrow->skill);
1672 arrow->skill = add_refcount(bow->skill); 1874 arrow->skill = bow->skill;
1673 1875
1674 arrow->direction=dir; 1876 arrow->direction = dir;
1675 arrow->x = sx; 1877 arrow->x = sx;
1676 arrow->y = sy; 1878 arrow->y = sy;
1677 1879
1678 if (op->type == PLAYER) { 1880 if (op->type == PLAYER)
1881 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1883 fix_player (op);
1681 } 1884 }
1682 1885
1683 SET_ANIMATION(arrow, arrow->direction); 1886 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1888 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1889 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1890 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1891 arrow->spellarg = strdup (arrow->slaying);
1689 1892
1690 /* Note that this was different for monsters - they got their level 1893 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1894 * added to the damage. I think the strength bonus is more proper.
1692 */ 1895 */
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 1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898
1698 /* update the speed */ 1899 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1901 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 1902
1704 if (arrow->speed < 1.0) 1903 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1904 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1905 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1906 arrow->speed_left = 0;
1708 1907
1709 if (op->type == PLAYER) { 1908 if (op->type == PLAYER)
1909 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1912 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 1913
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1914 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1915 }
1916 else
1917 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1918 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; 1919 arrow->level = op->level;
1721 } 1920 }
1921
1722 if (arrow->attacktype == AT_PHYSICAL) 1922 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1923 arrow->attacktype |= bow->attacktype;
1924
1724 if (bow->slaying != NULL) 1925 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying); 1926 arrow->slaying = bow->slaying;
1726 1927
1727 arrow->map = m; 1928 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1929 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1931
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1932 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); 1933 insert_ob_in_map (arrow, m, op, 0);
1734 1934
1735 if (!was_destroyed(arrow, tag)) 1935 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1936 move_arrow (arrow);
1737 1937
1738 if (op->type == PLAYER) { 1938 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1939 {
1940 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1941 esrv_del_item (op->contr, left->count);
1741 else 1942 else
1742 esrv_send_item(op, left); 1943 esrv_send_item (op, left);
1743 } 1944 }
1945
1744 return 1; 1946 return 1;
1745} 1947}
1746 1948
1747/* Special fire code for players - this takes into 1949/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1950 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1951 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1952 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1953 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1954 * hence the function name.
1753 */ 1955 */
1956int
1754int player_fire_bow(object *op, int dir) 1957player_fire_bow (object *op, int dir)
1755{ 1958{
1756 int ret=0, wcmod=0; 1959 int ret = 0, wcmod = 0;
1757 1960
1758 if (op->contr->bowtype == bow_bestarrow) { 1961 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1962 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1963 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); 1964 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1965 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1968 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1969 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1970 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1971 else if (op->contr->bowtype == bow_threewide)
1972 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1973 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)]); 1974 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)]); 1975 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1976 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1977 else if (op->contr->bowtype == bow_spreadshot)
1978 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1980 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); 1981 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1982
1776 } else { 1983 }
1984 else
1985 {
1777 /* Simple case */ 1986 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1988 }
1780 return ret; 1989 return ret;
1781} 1990}
1782 1991
1783 1992
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1993/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1994 * Broken apart from 'fire' to keep it more readable.
1786 */ 1995 */
1996void
1787void fire_misc_object(object *op, int dir) 1997fire_misc_object (object *op, int dir)
1788{ 1998{
1789 object *item; 1999 object *item;
1790 2000
1791 if (!op->contr->ranges[range_misc]) { 2001 if (!op->contr->ranges[range_misc])
2002 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2004 return;
1794 } 2005 }
1795 2006
1796 item = op->contr->ranges[range_misc]; 2007 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2008 if (!item->inv)
2009 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2010 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2011 return;
1800 } 2012 }
1801 if (item->type == WAND) { 2013 if (item->type == WAND)
2014 {
1802 if(item->stats.food<=0) { 2015 if (item->stats.food <= 0)
2016 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2017 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)); 2018 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2019 return;
1806 } 2020 }
2021 }
1807 } else if (item->type == ROD || item->type==HORN) { 2022 else if (item->type == ROD || item->type == HORN)
2023 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2024 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2025 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2026 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2027 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)); 2028 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2029 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2030 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; 2031 return;
1817 } 2032 }
1818 } 2033 }
1819 2034
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2035 if (cast_spell (op, item, dir, item->inv, NULL))
2036 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2037 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2038 if (item->type == WAND)
2039 {
1823 if (!(--item->stats.food)) { 2040 if (!(--item->stats.food))
2041 {
1824 object *tmp; 2042 object *tmp;
2043
1825 if (item->arch) { 2044 if (item->arch)
2045 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2046 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2047 item->face = item->arch->clone.face;
1828 item->speed = 0; 2048 item->speed = 0;
1829 update_ob_speed(item); 2049 update_ob_speed (item);
1830 } 2050 }
1831 if ((tmp=is_player_inv(item))) 2051 if ((tmp = is_player_inv (item)))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2052 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2053 }
1834 } 2054 }
1835 else if (item->type == ROD || item->type==HORN) { 2055 else if (item->type == ROD || item->type == HORN)
2056 {
1836 drain_rod_charge(item); 2057 drain_rod_charge (item);
1837 } 2058 }
1838 } 2059 }
1839} 2060}
1840 2061
1841/* Received a fire command for the player - go and do it. 2062/* Received a fire command for the player - go and do it.
1842 */ 2063 */
2064void
1843void fire(object *op,int dir) { 2065fire (object *op, int dir)
2066{
1844 int spellcost=0; 2067 int spellcost = 0;
1845 2068
1846 /* check for loss of invisiblity/hide */ 2069 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2070 if (action_makes_visible (op))
2071 make_visible (op);
1848 2072
1849 switch(op->contr->shoottype) { 2073 switch (op->contr->shoottype)
2074 {
1850 case range_none: 2075 case range_none:
2076 return;
2077
2078 case range_bow:
2079 player_fire_bow (op, dir);
2080 return;
2081
2082 case range_magic: /* Casting spells */
2083 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2084 return;
2085
2086 case range_misc:
2087 fire_misc_object (op, dir);
2088 return;
2089
2090 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir);
2098 return;
2099
2100 case range_skill:
2101 if (!op->chosen_skill)
2102 {
2103 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2105 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 } 2106 }
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); 2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2108 return;
2109 case range_builder:
2110 apply_map_builder (op, dir);
2111 return;
1887 default: 2112 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2114 return;
1890 } 2115 }
1891} 2116}
1892 2117
1893 2118
1894 2119
1901 * inv is the objects inventory to searched 2126 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2127 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2128 * This function can be called recursively to search containers.
1904 */ 2129 */
1905 2130
2131object *
1906object * find_key(object *pl, object *container, object *door) 2132find_key (object *pl, object *container, object *door)
1907{ 2133{
1908 object *tmp,*key; 2134 object *tmp, *key;
1909 2135
1910 /* Should not happen, but sanity checking is never bad */ 2136 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2137 if (container->inv == NULL)
2138 return NULL;
1912 2139
1913 /* First, lets try to find a key in the top level inventory */ 2140 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2142 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2143 if (door->type == DOOR && tmp->type == KEY)
2144 break;
1916 /* For sanity, we should really check door type, but other stuff 2145 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2146 * (like containers) can be locked with special keys
1918 */ 2147 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2149 break;
1921 } 2150 }
1922 /* No key found - lets search inventories now */ 2151 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2152 /* 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 2153 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2154 * a key, return
1926 */ 2155 */
1927 if (!tmp) { 2156 if (!tmp)
2157 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2159 {
1929 /* No reason to search empty containers */ 2160 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2161 if (tmp->type == CONTAINER && tmp->inv)
2162 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2163 if ((key = find_key (pl, tmp, door)) != NULL)
2164 return key;
1932 } 2165 }
1933 } 2166 }
2167 if (!tmp)
1934 if (!tmp) return NULL; 2168 return NULL;
1935 } 2169 }
1936 /* We get down here if we have found a key. Now if its in a container, 2170 /* 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 2171 * see if we actually want to use it
1938 */ 2172 */
1939 if (pl!=container) { 2173 if (pl != container)
2174 {
1940 /* Only let players use keys in containers */ 2175 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2176 if (!pl->contr)
2177 return NULL;
1942 /* cases where this fails: 2178 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2179 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2180 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2181 * If the container is not active, return now since only active
1946 * containers can be used. 2182 * containers can be used.
1947 * If we only search keyrings and the container does not have 2183 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2184 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2185 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2186 * inv must have been an container and must have been active.
1951 * 2187 *
1952 * Change the color so that the message doesn't disappear with 2188 * Change the color so that the message doesn't disappear with
1953 * all the others. 2189 * all the others.
1954 */ 2190 */
1955 if (pl->contr->usekeys == key_inventory || 2191 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2192 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2193 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2194 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2196 "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; 2197 return NULL;
1964 } 2198 }
1965 } 2199 }
1966 return tmp; 2200 return tmp;
1967} 2201}
1968 2202
1969/* moved door processing out of move_player_attack. 2203/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2204 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2205 * such that the caller should not do anything more,
1972 * 0 otherwise 2206 * 0 otherwise
1973 */ 2207 */
2208static int
1974static int player_attack_door(object *op, object *door) 2209player_attack_door (object *op, object *door)
1975{ 2210{
1976 2211
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2212 /* 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 - 2213 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2214 * otherwise, we fall through to the rest of the code.
1980 */ 2215 */
1981 object *key=find_key(op, op, door); 2216 object *key = find_key (op, op, door);
1982 2217
1983 /* IF we found a key, do some extra work */ 2218 /* IF we found a key, do some extra work */
1984 if (key) { 2219 if (key)
2220 {
1985 object *container=key->env; 2221 object *container = key->env;
1986 2222
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2223 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2224 if (action_makes_visible (op))
2225 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2228 if (door->type == DOOR)
2229 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2230 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2231 }
1993 else if(door->type==LOCKED_DOOR) { 2232 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2233 {
1995 "You open the door with the %s", query_short_name(key)); 2234 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 ;-) */ 2235 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2236 }
1998 /* Do this after we print the message */ 2237 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2238 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2239 /* Need to update the weight the container the key was in */
2001 if (container != op) 2240 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2241 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2242 return 1; /* Nothing more to do below */
2243 }
2004 } else if (door->type==LOCKED_DOOR) { 2244 else if (door->type == LOCKED_DOOR)
2245 {
2005 /* Might as well return now - no other way to open this */ 2246 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2248 return 1;
2008 } 2249 }
2009 return 0; 2250 return 0;
2010} 2251}
2011 2252
2012/* This function is just part of a breakup from move_player. 2253/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2254 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2255 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2256 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2257 * going to try and move (not fire weapons).
2017 */ 2258 */
2018 2259
2260void
2019void move_player_attack(object *op, int dir) 2261move_player_attack (object *op, int dir)
2020{ 2262{
2021 object *tmp, *mon; 2263 object *tmp, *mon;
2022 sint16 nx, ny; 2264 sint16 nx, ny;
2023 int on_battleground; 2265 int on_battleground;
2024 mapstruct *m; 2266 maptile *m;
2025 2267
2026 nx=freearr_x[dir]+op->x; 2268 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2269 ny = freearr_y[dir] + op->y;
2028 2270
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2271 on_battleground = op_on_battleground (op, NULL, NULL);
2030 2272
2031 /* If braced, or can't move to the square, and it is not out of the 2273 /* 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 2274 * 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 2275 * 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 2276 * 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 2277 * 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 2278 * 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 2279 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2280 * move_ob uses.
2039 */ 2281 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2282 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2283 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2284 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2286 m = get_map_from_coord (op->map, &nx, &ny);
2287 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2288 return; /* Don't think this should happen */
2289 }
2290 else
2291 m = op->map;
2292
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2044 } 2294 {
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");*/ 2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return;
2297 }
2298
2299 mon = NULL;
2300 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space
2304 */
2305 while (tmp != NULL)
2306 {
2307 if (tmp == op)
2308 {
2309 tmp = tmp->above;
2310 continue;
2311 }
2312
2313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2314 {
2315 mon = tmp;
2316 break;
2317 }
2318
2319 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2320 mon = tmp;
2321
2322 tmp = tmp->above;
2323 }
2324
2325 if (mon == NULL) /* This happens anytime the player tries to move */
2326 return; /* into a wall */
2327
2328 if (mon->head != NULL)
2329 mon = mon->head;
2330
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332 if (player_attack_door (op, mon))
2333 return;
2334
2335 /* The following deals with possibly attacking peaceful
2336 * or frienddly creatures. Basically, all players are considered
2337 * unaggressive. If the moving player has peaceful set, then the
2338 * object should be pushed instead of attacked. It is assumed that
2339 * if you are braced, you will not attack friends accidently,
2340 * and thus will not push them.
2341 */
2342
2343 /* If the creature is a pet, push it even if the player is not
2344 * peaceful. Our assumption is the creature is a pet if the
2345 * player owns it and it is either friendly or unagressive.
2346 */
2347 if ((op->type == PLAYER)
2348#if COZY_SERVER
2349 &&
2350 ((mon->owner && mon->owner->contr
2351 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2352#else
2353 && mon->owner == op
2354#endif
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 {
2357 /* If we're braced, we don't want to switch places with it */
2358 if (op->contr->braced)
2049 return; 2359 return;
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op);
2364 return;
2050 } 2365 }
2051 2366
2052 mon = NULL; 2367 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2368 * 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. 2369 * 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 2370 * attack them either.
2056 * on the space
2057 */ 2371 */
2058 while (tmp!=NULL) { 2372 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2374#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2375 (op->contr->peaceful
2376 || (mon->type == PLAYER
2377 && mon->contr->
2378 peaceful)) &&
2379#else
2380 op->contr->peaceful &&
2381#endif
2382 !on_battleground))
2383 {
2384 if (!op->contr->braced)
2385 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op);
2062 } 2388 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2389 else
2064 mon = tmp; 2390 {
2065 break; 2391 new_draw_info (0, 0, op, "You withhold your attack");
2066 } 2392 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2393 if (op->contr->tmp_invis || op->hide)
2068 mon = tmp; 2394 make_visible (op);
2069 tmp=tmp->above; 2395 }
2396
2397 /* If the object is a boulder or other rollable object, then
2398 * roll it if not braced. You can't roll it if you are braced.
2399 */
2400 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2070 } 2401 {
2071 2402 recursive_roll (mon, dir, op);
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2403 if (action_makes_visible (op))
2073 return; /* into a wall */ 2404 make_visible (op);
2405 }
2074 2406
2075 if(mon->head != NULL) 2407 /* Any generic living creature. Including things like doors.
2076 mon = mon->head; 2408 * Way it works is like this: First, it must have some hit points
2409 * and be living. Then, it must be one of the following:
2410 * 1) Not a player, 2) A player, but of a different party. Note
2411 * that party_number -1 is no party, so attacks can still happen.
2412 */
2077 2413
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2079 if (player_attack_door(op, mon)) return; 2415 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 {
2080 2417
2081 /* The following deals with possibly attacking peaceful 2418 /* If the player hasn't hit something this tick, and does
2082 * or frienddly creatures. Basically, all players are considered 2419 * so, give them speed boost based on weapon speed. Doing
2083 * unaggressive. If the moving player has peaceful set, then the 2420 * it here is better than process_players2, which basically
2084 * object should be pushed instead of attacked. It is assumed that 2421 * incurred a 1 tick offset.
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2422 */
2088 2423 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 )) { 2424 {
2129 if (!op->contr->braced) { 2425 op->speed_left += op->speed / op->contr->weapon_sp;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2426
2131 (void) push_ob(mon,dir,op); 2427 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 } 2428 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2429
2138 /* If the object is a boulder or other rollable object, then 2430 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 2431
2146 /* Any generic living creature. Including things like doors. 2432 /* If attacking another player, that player gets automatic
2147 * Way it works is like this: First, it must have some hit points 2433 * hitback, and doesn't loose luck either.
2148 * and be living. Then, it must be one of the following: 2434 * Disable hitback on the battleground or if the target is
2149 * 1) Not a player, 2) A player, but of a different party. Note 2435 * 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 */ 2436 */
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 {
2439 short luck = mon->stats.luck;
2440
2162 if (!op->contr->has_hit) { 2441 mon->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2442 skill_attack (op, mon, 0, NULL, NULL);
2164 2443 mon->stats.luck = luck;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2444 }
2167 2445 if (action_makes_visible (op))
2168 skill_attack(mon, op, 0, NULL, NULL); 2446 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 } 2447 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2448 } /* if player should attack something */
2185} 2449}
2186 2450
2451int
2187int move_player(object *op,int dir) { 2452move_player (object *op, int dir)
2453{
2188 int pick; 2454 int pick;
2189 2455
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2456 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; 2457 return 0;
2458
2459 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9))
2461 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0;
2464 }
2465
2466 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2469
2470 op->facing = dir;
2471
2472 if (op->hide)
2473 do_hidden_move (op);
2474
2475 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2476 /*nop */ ;
2477 else if (op->contr->fire_on)
2478 fire (op, dir);
2479 else
2480 {
2481 move_player_attack (op, dir);
2482 pick = check_pick (op);
2483 }
2484
2485 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing.
2487 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir;
2491 }
2492 else
2493 {
2494 op->direction = 0;
2495 }
2496 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities
2498 * for players.
2499 */
2500 animate_object (op, op->facing);
2501 return 0;
2231} 2502}
2232 2503
2233/* This is similar to handle_player, below, but is only used by the 2504/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2505 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2506 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2507 * the new speed values for commands.
2237 * 2508 *
2238 * Returns true if there are more actions we can do. 2509 * Returns true if there are more actions we can do.
2239 */ 2510 */
2511int
2240int handle_newcs_player(object *op) 2512handle_newcs_player (object *op)
2241{ 2513{
2242 if (op->contr->hidden) { 2514 if (op->contr->hidden)
2515 {
2243 op->invisible = 1000; 2516 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2517 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2518 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2519 * alternate it here for it to work correctly.
2247 */ 2520 */
2248 if (pticks & 2) op->invisible--; 2521 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2252 if(!op->invisible) { 2527 if (!op->invisible)
2528 {
2253 make_visible(op); 2529 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2531 }
2256 } 2532 }
2257 2533
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2534 if (QUERY_FLAG (op, FLAG_SCARED))
2535 {
2259 flee_player(op); 2536 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2537 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2262 op->speed_left--; 2540 op->speed_left--;
2263 return 0; 2541 return 0;
2264 } 2542 }
2265 } 2543 }
2266 2544
2267 /* I've been seeing crashes where the golem has been destroyed, but 2545 /* 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 2546 * 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 2547 * 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. 2548 * put this in a a workaround to clean up the golem pointer.
2271 */ 2549 */
2272 if (op->contr->ranges[range_golem] && 2550 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; 2551 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2552
2279 /* call this here - we also will call this in do_ericserver, but 2553 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2554 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2555 * called, so we recheck it here.
2282 */ 2556 */
2283 HandleClient(&op->contr->socket, op->contr); 2557 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
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 } 2559 ;
2560
2561 if (op->speed_left < 0)
2298 return 0; 2562 return 0;
2299}
2300 2563
2301int save_life(object *op) { 2564 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2565 {
2566 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--;
2303 2568
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2569 /* Instead of all the stuff below, let move_player take care
2570 * of it. Also, some of the skill stuff is only put in
2571 * there, as well as the confusion stuff.
2572 */
2573 move_player (op, op->direction);
2574 if (op->speed_left > 0)
2575 return 1;
2576 else
2305 return 0; 2577 return 0;
2578 }
2306 2579
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2580 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2581}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2582
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2583int
2311 "Your %s vibrates violently, then evaporates.", 2584save_life (object *op)
2312 query_name(tmp)); 2585{
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); 2586 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2587 return 0;
2588
2589 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2590 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2591 {
2592 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2594
2595 if (op->contr)
2596 esrv_del_item (op->contr, tmp->count);
2597
2598 tmp->destroy ();
2599 CLEAR_FLAG (op, FLAG_LIFESAVE);
2600
2601 if (op->stats.hp < 0)
2602 op->stats.hp = op->stats.maxhp;
2603
2604 if (op->stats.food < 0)
2605 op->stats.food = 999;
2606
2607 fix_player (op);
2608 return 1;
2609 }
2610
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613 enter_player_savebed (op); /* bring him home. */
2614 return 0;
2329} 2615}
2330 2616
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2617/* 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 2618 * 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 2619 * function will descend into containers. op is the object to start the search
2334 * from. 2620 * from.
2335 */ 2621 */
2622void
2336void remove_unpaid_objects(object *op, object *env) 2623remove_unpaid_objects (object *op, object *env)
2337{ 2624{
2338 object *next; 2625 object *next;
2339 2626
2340 while (op) { 2627 while (op)
2628 {
2341 next=op->below; /* Make sure we have a good value, in case 2629 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2630 * we remove object 'op'
2343 */ 2631 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2632 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 {
2345 remove_ob(op); 2634 op->remove ();
2346 op->x = env->x; 2635 op->x = env->x;
2347 op->y = env->y; 2636 op->y = env->y;
2348 if (env->type == PLAYER) 2637 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2638 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2639 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2640 }
2641 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2642 remove_unpaid_objects (op->inv, env);
2643
2353 op=next; 2644 op = next;
2354 } 2645 }
2355} 2646}
2356 2647
2357 2648
2358/* 2649/*
2360 * Moved from apply.c to player.c - player.c is what 2651 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2652 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2653 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2654 * but there isn't one in the server directory.
2364 */ 2655 */
2656char *
2365char *gravestone_text (object *op) 2657gravestone_text (object *op)
2366{ 2658{
2367 static char buf2[MAX_BUF]; 2659 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2660 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2661 time_t now = time (NULL);
2370 2662
2371 strcpy (buf2, " R.I.P.\n\n"); 2663 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2664 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2665 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2666 else
2375 sprintf (buf, "%s\n", op->name); 2667 sprintf (buf, "%s\n", &op->name);
2668
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2669 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2670 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2671 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2672 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2673 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2674 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2675
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2677 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2678 if (op->type == PLAYER)
2679 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2680 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2681 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2682 strcat (buf2, buf);
2388 } 2683 }
2684
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2685 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2686 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2687 strcat (buf2, buf);
2688
2392 return buf2; 2689 return buf2;
2393} 2690}
2394 2691
2395 2692
2396 2693
2694void
2397void do_some_living(object *op) { 2695do_some_living (object *op)
2696{
2398 int last_food=op->stats.food; 2697 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2698 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2699 int over_hp, over_sp, over_grace;
2401 int i; 2700 int i;
2402 int rate_hp = 1200; 2701 int rate_hp = 1200;
2403 int rate_sp = 2500; 2702 int rate_sp = 2500;
2404 int rate_grace = 2000; 2703 int rate_grace = 2000;
2405 const int max_hp = 1; 2704 const int max_hp = 1;
2406 const int max_sp = 1; 2705 const int max_sp = 1;
2407 const int max_grace = 1; 2706 const int max_grace = 1;
2408 2707
2409 if (op->contr->outputs_sync) { 2708 if (op->contr->outputs_sync)
2709 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2711 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]); 2712 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2713 }
2415 2714
2416 if(op->contr->state==ST_PLAYING) { 2715 if (op->contr->state == ST_PLAYING)
2716 {
2417 2717
2418 /* these next three if clauses make it possible to SLOW DOWN 2718 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2719 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2720 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2722 else
2723 {
2423 gen_hp = op->stats.maxhp; 2724 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2726 }
2426 if(op->contr->gen_sp >= 0 ) 2727 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2729 else
2730 {
2429 gen_sp = op->stats.maxsp; 2731 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2733 }
2432 if(op->contr->gen_grace >= 0) 2734 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2736 else
2737 {
2435 gen_grace = op->stats.maxgrace; 2738 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2739 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2740 }
2438 2741
2439 /* Regenerate Spell Points */ 2742 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2743 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2744 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2745 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) { 2746 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2747 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2748 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2749 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2750 if (!QUERY_FLAG (op, FLAG_WIZ))
2751 {
2752 op->stats.food--;
2753 if (op->contr->digestion < 0)
2754 op->stats.food += op->contr->digestion;
2755 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756 op->stats.food = last_food;
2463 } 2757 }
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 } 2758 }
2759 if (max_sp > 1)
2760 {
2761 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0)
2763 {
2764 if (op->stats.sp < op->stats.maxsp)
2765 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2767 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768 op->stats.sp--;
2769 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp;
2771 }
2772 op->last_sp = 0;
2773 }
2774 else
2775 {
2776 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777 }
2778 }
2487 } else { 2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784
2785 /* Regenerate Grace */
2786 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2787 if (--op->last_grace < 0)
2788 {
2789 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */
2791 if (max_grace > 1)
2792 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0)
2795 {
2796 op->stats.sp += over_grace
2797 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2798 op->last_grace = 0;
2799 }
2800 else
2801 {
2802 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2803 }
2804 }
2805 else
2806 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2807 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2808 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2809 /* wearing stuff doesn't detract from grace generation. */
2491 } 2810 }
2492 2811
2493 /* Regenerate Hit Points */ 2812 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2813 if (--op->last_heal < 0)
2814 {
2495 if(op->stats.hp<op->stats.maxhp) { 2815 if (op->stats.hp < op->stats.maxhp)
2816 {
2496 op->stats.hp++; 2817 op->stats.hp++;
2497 /* dms do not consume food */ 2818 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2819 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2820 {
2821 op->stats.food--;
2500 if(op->contr->digestion<0) 2822 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2823 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2824 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; 2825 op->stats.food = last_food;
2826 }
2827 }
2828 if (max_hp > 1)
2829 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0)
2832 {
2833 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2834 op->last_heal = 0;
2835 }
2836 else
2837 {
2838 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2839 }
2840 }
2841 else
2842 {
2843 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 }
2505 } 2845 }
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 2846
2521 /* Digestion */ 2847 /* Digestion */
2522 if(--op->last_eat<0) { 2848 if (--op->last_eat < 0)
2849 {
2523#ifdef COZY_SERVER 2850#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2851 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2852 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2853#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2854 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 2855#endif
2531 2856
2532 if(op->contr->gen_hp > 0) 2857 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2858 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2859 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2861 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2862 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2863 op->stats.food--;
2864 }
2539 } 2865 }
2540 2866
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2868 {
2542 object *tmp, *flesh=NULL; 2869 object *tmp, *flesh = NULL;
2543 2870
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2872 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2877 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2878 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2879 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2880 break;
2551 } 2881 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2882 else if (tmp->type == FLESH)
2883 flesh = tmp;
2553 } /* End if paid for object */ 2884 } /* End if paid for object */
2554 } /* end of for loop */ 2885 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2886 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2887 * eat flesh instead.
2557 */ 2888 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2891 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2892 manual_apply (op, flesh, 0);
2561 } 2893 }
2562 } /* end if player is starving */ 2894 } /* end if player is starving */
2563 2895
2564 while(op->stats.food<0&&op->stats.hp>0) 2896 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2897 op->stats.food++, op->stats.hp--;
2566 2898
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2899 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2900 kill_player (op);
2569} 2901}
2570 2902
2571 2903
2572 2904
2573/* If the player should die (lack of hp, food, etc), we call this. 2905/* 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 2906 * 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 2907 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2908 * file.
2577 */ 2909 */
2910void
2578void kill_player(object *op) 2911kill_player (object *op)
2579{ 2912{
2580 char buf[MAX_BUF]; 2913 char buf[MAX_BUF];
2581 int x,y,i; 2914 int x, y;
2915
2916 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2917 maptile *map; /* this is for resurrection */
2918
2583 int z; 2919 /* int z;
2584 int num_stats_lose; 2920 int num_stats_lose;
2585 int lost_a_stat; 2921 int lost_a_stat;
2586 int lose_this_stat; 2922 int lose_this_stat;
2587 int this_stat; 2923 int this_stat; */
2588 int will_kill_again; 2924 int will_kill_again;
2589 archetype *at; 2925 archetype *at;
2590 object *tmp; 2926 object *tmp;
2591 2927
2592 if(save_life(op)) 2928 if (save_life (op))
2593 return; 2929 return;
2594 2930
2595 2931
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2932 /* 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. 2933 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2934 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2935 */
2600 if (op_on_battleground(op, &x, &y)) { 2936 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2937 {
2602 "You have been defeated in combat!"); 2938 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, 2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2940
2605
2606 /* restore player */ 2941 /* restore player */
2607 at = find_archetype("poisoning"); 2942 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2943 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2944 if (tmp)
2610 remove_ob(tmp); 2945 {
2611 free_object(tmp); 2946 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2948 }
2614 2949
2615 at = find_archetype("confusion"); 2950 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2951 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2952 if (tmp)
2618 remove_ob(tmp); 2953 {
2619 free_object(tmp); 2954 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2956 }
2622 2957
2623 cure_disease(op,0); /* remove any disease */ 2958 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2959 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2960 if (op->stats.food <= 0)
2626 2961 op->stats.food = 999;
2962
2627 /* create a bodypart-trophy to make the winner happy */ 2963 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2964 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2965 if (tmp != NULL)
2630 { 2966 {
2631 sprintf(buf,"%s's finger",op->name); 2967 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2968 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2969 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2970 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2972 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2973 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2974 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2976 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2977 }
2978
2644 /* teleport defeated player to new destination*/ 2979 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2980 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2981 op->contr->braced = 0;
2647 return; 2982 return;
2648 } 2983 }
2649 2984
2650 INVOKE_PLAYER (DEATH, op->contr); 2985 INVOKE_PLAYER (DEATH, op->contr);
2651 2986
2652 command_kill_pets (op, 0); 2987 command_kill_pets (op, 0);
2653 2988
2654 if(op->stats.food<0) { 2989 if (op->stats.food < 0)
2990 {
2655 if (op->contr->explore) { 2991 if (op->contr->explore)
2992 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2993 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..."); 2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2995 op->stats.food = 999;
2659 return; 2996 return;
2660 } 2997 }
2661 sprintf(buf,"%s starved to death.",op->name); 2998 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2999 strcpy (op->contr->killer, "starvation");
3000 }
3001 else
2663 } 3002 {
2664 else {
2665 if (op->contr->explore) { 3003 if (op->contr->explore)
3004 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3005 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..."); 3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3007 op->stats.hp = op->stats.maxhp;
2669 return; 3008 return;
2670 } 3009 }
2671 sprintf(buf,"%s died.",op->name); 3010 sprintf (buf, "%s died.", &op->name);
2672 } 3011 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3013
2675 /* save the map location for corpse, gravestone*/ 3014 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3015 x = op->x;
3016 y = op->y;
3017 map = op->map;
2677 3018
2678 3019
2679 if (settings.not_permadeth == TRUE) { 3020 if (settings.not_permadeth == TRUE)
3021 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3022 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3023 * 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. 3024 * See the config.h file for a little more in depth detail about this.
2683 */ 3025 */
2684 3026
2685 /* Basically two ways to go - remove a stat permanently, or just 3027 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3028 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3029 * of death.
2688 */ 3030 */
2689#ifndef COZY_SERVER 3031#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3032 if (settings.balanced_stat_loss)
3033 {
2691 /* If stat loss is permanent, lose one stat only. */ 3034 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3035 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3036 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3037 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3038 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3039 little bit harder. */
2697 /* GD */ 3040 /* GD */
2698 if (settings.stat_loss_on_death) 3041 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; 3042 num_stats_lose = 1;
3043 else
3044 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045 }
3046 else
2704 } 3047 {
3048 num_stats_lose = 1;
3049 }
2705 lost_a_stat = 0; 3050 lost_a_stat = 0;
2706 3051
2707 for (z=0; z<num_stats_lose; z++) { 3052 for (z = 0; z < num_stats_lose; z++)
3053 {
2708 i = RANDOM() % NUM_STATS; 3054 i = RANDOM () % NUM_STATS;
2709 3055
2710 if (settings.stat_loss_on_death) { 3056 if (settings.stat_loss_on_death)
3057 {
2711 /* Pick a random stat and take a point off it. Tell the player 3058 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3059 * what he lost.
2713 */ 3060 */
2714 change_attr_value(&(op->stats), i,-1); 3061 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3062 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3063 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3064 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3066 lost_a_stat = 1;
3067 }
2720 } else { 3068 else
3069 {
2721 /* deplete a stat */ 3070 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3071 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3072 object *dep;
2724 3073
2725 dep = present_arch_in_ob(deparch,op); 3074 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3075 if (!dep)
3076 {
2727 dep = arch_to_object(deparch); 3077 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3078 insert_ob_in_ob (dep, op);
2729 } 3079 }
2730 lose_this_stat = 1; 3080 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3081 if (settings.balanced_stat_loss)
3082 {
2732 /* GD */ 3083 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3084 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3085 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3086 if (this_stat < 0)
3087 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3089 int keep_chance = this_stat * this_stat;
3090
2738 /* Yes, I am paranoid. Sue me. */ 3091 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3092 if (keep_chance < 1)
2740 keep_chance = 1; 3093 keep_chance = 1;
2741 3094
2742 /* There is a maximum depletion total per level. */ 3095 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3105 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", 3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3107 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3108 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3109 }
2755 } 3110 }
2756 } 3111 }
2757 3112
2758 if (lose_this_stat) { 3113 if (lose_this_stat)
3114 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3115 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3116 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3117 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3118 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3119 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3120 * difference.
2765 */ 3121 */
2766 if (this_stat>=-50) { 3122 if (this_stat >= -50)
3123 {
2767 change_attr_value(&(dep->stats), i, -1); 3124 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3125 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3127 fix_player (op);
2771 lost_a_stat = 1; 3128 lost_a_stat = 1;
2772 } 3129 }
2773 } 3130 }
2774 } 3131 }
2775 } 3132 }
2776 /* If no stat lost, tell the player. */ 3133 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3134 if (!lost_a_stat)
2778 { 3135 {
2779 /* determine_god() seems to not work sometimes... why is this? 3136 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 3137 Should I be using something else? GD */
2781 const char *god = determine_god(op); 3138 const char *god = determine_god (op);
3139
2782 if (god && (strcmp(god, "none"))) 3140 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3141 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 3142 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3143 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."); 3144 }
3145#else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3147#endif
3148
3149 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone.
3151 */
3152 tmp = arch_to_object (archetype::find ("gravestone"));
3153 sprintf (buf, "%s's gravestone", &op->name);
3154 tmp->name = buf;
3155 sprintf (buf, "%s's gravestones", &op->name);
3156 tmp->name_pl = buf;
3157 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);
3158 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0);
3161
3162 /**************************************/
3163 /* */
3164 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */
3167 /* */
3168 /**************************************/
3169
3170 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */
3172 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op);
3174
3175 if (tmp)
3176 {
3177 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 }
3180
3181 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op);
3183 if (tmp)
3184 {
3185 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 }
3188
3189 cure_disease (op, 0); /* remove any disease */
3190
3191 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100)
3194 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198
3199 /*
3200 * Check to see if the player is in a shop. IF so, then check to see if
3201 * the player has any unpaid items. If so, remove them and put them back
3202 * in the map.
3203 */
3204
3205 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op);
3207
3208 /****************************************/
3209 /* */
3210 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */
3212 /* */
3213 /****************************************/
3214
3215 enter_player_savebed (op);
3216
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0;
3221 save_player (op, 1);
3222
3223 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player.
3227 */
3228 will_kill_again = 0;
3229 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3230 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype;
3232
3233 if (will_kill_again)
3234 {
3235 object *force;
3236 int at;
3237
3238 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1;
3241 force->speed_left = -5.0;
3242 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100;
3246
3247 insert_ob_in_ob (force, op);
3248 fix_player (op);
3249
3250 }
3251
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 {
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260
3261 op->contr->party = NULL;
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
2789 } 3302 }
2790#endif 3303 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3304 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 3305 }
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 3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320}
3321
3322
3323void
3324loot_object (object *op)
3325{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next;
3327
3328 if (op->container)
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container);
3331 }
3332
3333 for (tmp = op->inv; tmp != NULL; tmp = next)
3334 {
3335 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible)
3337 continue;
3338 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y;
3340 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */
3342 loot_object (tmp);
2845 /* 3343 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3344 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 } 3345 {
2879 if (will_kill_again) { 3346 if (tmp->nrof > 1)
2880 object *force; 3347 {
2881 int at; 3348 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 3349 tmp2->destroy ();
2883 force=get_archetype(FORCE_NAME); 3350 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 } 3351 }
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 { 3352 else
2950 delete_character(op->name,1); 3353 tmp->destroy ();
2951 } 3354 }
2952 } 3355 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); 3356 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 } 3357 }
2997} 3358}
2998 3359
2999/* 3360/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3361 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3362 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3363 * was changed.
3003 */ 3364 */
3004 3365
3366void
3005void fix_weight(void) { 3367fix_weight (void)
3368{
3006 player *pl; 3369 player *pl;
3370
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374
3009 if(old == sum) 3375 if (old == sum)
3010 continue; 3376 continue;
3011 fix_player(pl->ob); 3377 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3378 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3379 }
3015} 3380}
3016 3381
3382void
3017void fix_luck(void) { 3383fix_luck (void)
3384{
3018 player *pl; 3385 player *pl;
3386
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3387 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3388 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3389 change_luck (pl->ob, 0);
3022} 3390}
3023 3391
3024 3392
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3393/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3394 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3395 * just treat this as any other spell casting object.
3028 */ 3396 */
3029 3397
3030void 3398void
3031cast_dust (object * op, object * throw_ob, int dir) 3399cast_dust (object *op, object *throw_ob, int dir)
3032{ 3400{
3033 object *skop, *spob; 3401 object *skop, *spob;
3034 3402
3035 skop = find_skill_by_name (op, throw_ob->skill); 3403 skop = find_skill_by_name (op, throw_ob->skill);
3036 3404
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3405 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3406 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3407 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3408 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3409 return;
3043 } 3410 }
3044 3411
3045 spob = throw_ob->inv; 3412 spob = throw_ob->inv;
3046 3413
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3414 // 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 3415 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3416 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3417 if (!spob)
3051 { 3418 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3419 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; 3420 return;
3055 } 3421 }
3056 3422
3057 if (op->type == PLAYER) 3423 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3424 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3425
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3426 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3427
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3428 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3429}
3066 3430
3431void
3067void make_visible (object *op) { 3432make_visible (object *op)
3433{
3068 op->hide = 0; 3434 op->hide = 0;
3069 op->invisible = 0; 3435 op->invisible = 0;
3070 if(op->type==PLAYER) { 3436 if (op->type == PLAYER)
3437 {
3071 op->contr->tmp_invis = 0; 3438 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3439 op->contr->invis_race = 0;
3073 } 3440 }
3074 update_object(op,UP_OBJ_FACE); 3441 update_object (op, UP_OBJ_FACE);
3075} 3442}
3076 3443
3444int
3077int is_true_undead(object *op) { 3445is_true_undead (object *op)
3446{
3078 object *tmp=NULL; 3447 object *tmp = NULL;
3079 3448
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3450 return 1;
3081 3451
3082 if(op->type==PLAYER) 3452 if (op->type == PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below) 3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3086 return 0; 3457 return 0;
3087} 3458}
3088 3459
3089/* look at the surrounding terrain to determine 3460/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3461 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3462 * indicate greater hideability.
3092 */ 3463 */
3093 3464
3465int
3094int hideability(object *ob) { 3466hideability (object *ob)
3467{
3095 int i,level=0, mflag; 3468 int i, level = 0, mflag;
3096 sint16 x,y; 3469 sint16 x, y;
3097 3470
3098 if(!ob||!ob->map) return 0; 3471 if (!ob || !ob->map)
3472 return 0;
3099 3473
3100 /* so, on normal lighted maps, its hard to hide */ 3474 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3475 level = ob->map->darkness - 2;
3102 3476
3103 /* this also picks up whether the object is glowing. 3477 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3478 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3479 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3480 if (has_carried_lights (ob))
3481 level = -(10 + (2 * ob->map->darkness));
3107 3482
3108 /* scan through all nearby squares for terrain to hide in */ 3483 /* 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]) { 3484 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3485 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3486 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3487 if (mflag & P_OUT_OF_MAP)
3488 {
3489 continue;
3490 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3491 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3492 level += 2;
3114 else /* open terrain! */ 3493 else /* open terrain! */
3115 level -= 1; 3494 level -= 1;
3116 } 3495 }
3117 3496
3118#if 0 3497#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3498 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3499#endif
3121 return level; 3500 return level;
3122} 3501}
3123 3502
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3503/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3504 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3505 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3506 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3507 */
3129 3508
3509void
3130void do_hidden_move (object *op) { 3510do_hidden_move (object *op)
3511{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3512 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3513 object *skop;
3133 3514
3134 if(!op || !op->map) return; 3515 if (!op || !op->map)
3516 return;
3135 3517
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3518 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3519
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3520 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3521 if (op->type == PLAYER && op->contr->run_on)
3522 {
3140 if(!skop || num >= skop->level) { 3523 if (!skop || num >= skop->level)
3524 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3525 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3526 make_visible (op);
3143 return; 3527 return;
3528 }
3529 else
3144 } else num += 20; 3530 num += 20;
3145 } 3531 }
3146 num += op->map->difficulty; 3532 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3533 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3534 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 {
3150 make_visible(op); 3537 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3538 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3539 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3540 }
3154 else if (op->type == PLAYER && skop) { 3541 else if (op->type == PLAYER && skop)
3542 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3543 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3544 }
3157} 3545}
3158 3546
3159/* determine if who is standing near a hostile creature. */ 3547/* determine if who is standing near a hostile creature. */
3160 3548
3549int
3161int stand_near_hostile( object *who ) { 3550stand_near_hostile (object *who)
3551{
3162 object *tmp=NULL; 3552 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3553 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3554 maptile *m;
3165 sint16 x,y; 3555 sint16 x, y;
3166 3556
3167 if(!who) return 0; 3557 if (!who)
3558 return 0;
3168 3559
3169 if(who->type==PLAYER) player=1; 3560 if (who->type == PLAYER)
3561 player = 1;
3562
3563 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3564 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3565
3172 /* search adjacent squares */ 3566 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3567 for (i = 1; i < 9; i++)
3568 {
3174 x = who->x+freearr_x[i]; 3569 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3570 y = who->y + freearr_y[i];
3176 m = who->map; 3571 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3572 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3573 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3574 * blocked, don't need to check this space.
3180 */ 3575 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3576 if (mflags & P_OUT_OF_MAP)
3577 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3578 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3579 continue;
3580
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3581 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3185 if((player||friendly) 3582 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3583 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3584 return 1;
3585 else if (tmp->type == PLAYER)
3586 {
3587 /*don't let a hidden DM prevent you from hiding */
3588 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3589 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 } 3590 }
3194 } 3591 }
3195 } 3592 }
3196 return 0; 3593 return 0;
3197} 3594}
3198 3595
3199/* check the player los field for viewability of the 3596/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3597 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3598 * 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. 3605 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3606 * -b.t.
3210 * This function is now map tiling safe. 3607 * This function is now map tiling safe.
3211 */ 3608 */
3212 3609
3610int
3213int player_can_view (object *pl,object *op) { 3611player_can_view (object *pl, object *op)
3612{
3214 rv_vector rv; 3613 rv_vector rv;
3215 int dx,dy; 3614 int dx, dy;
3216 3615
3217 if(pl->type!=PLAYER) { 3616 if (pl->type != PLAYER)
3617 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3618 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3619 return -1;
3220 } 3620 }
3221 if (!pl || !op) return 0; 3621 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; 3622 return 0;
3623
3624 if (op->head)
3625 {
3626 op = op->head;
3627 }
3628 get_rangevector (pl, op, &rv, 0x1);
3629
3630 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any
3632 * part that is in the los array but isnt on
3633 * a blocked los square.
3634 * we use the archetype to figure out offsets.
3635 */
3636 while (op)
3637 {
3638 dx = rv.distance_x + op->arch->clone.x;
3639 dy = rv.distance_y + op->arch->clone.y;
3640
3641 /* only the viewable area the player sees is updated by LOS
3642 * code, so we need to restrict ourselves to that range of values
3643 * for any meaningful values.
3644 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3647 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3648 return 1;
3649 op = op->more;
3650 }
3651 return 0;
3247} 3652}
3248 3653
3249/* routine for both players and monsters. We call this when 3654/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3655 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3656 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3657 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3658 * return 0.
3254 */ 3659 */
3660int
3255int action_makes_visible (object *op) { 3661action_makes_visible (object *op)
3662{
3256 3663
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3664 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3665 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3666 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3667 return 0;
3260 3668
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3669 if (op->contr && op->contr->tmp_invis == 0)
3670 return 0;
3262 3671
3263 /* If monsters, they should become visible */ 3672 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3673 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3674 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3675 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3676 return 1;
3267 } 3677 }
3268 } 3678 }
3269 return 0; 3679 return 0;
3270} 3680}
3271 3681
3272/* op_on_battleground - checks if the given object op (usually 3682/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3683 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3684 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3685 * -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 3686 * 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 3687 * 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 3688 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3689 */
3690int
3280int op_on_battleground (object *op, int *x, int *y) { 3691op_on_battleground (object *op, int *x, int *y)
3692{
3281 object *tmp; 3693 object *tmp;
3282 3694
3283 /* A battleground-tile needs the following attributes to be valid: 3695 /* 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), 3696 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3697 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3698 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3699 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3700 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3701 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3702 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3703 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3704 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3705 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3706 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3707 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3708 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3709 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3710 {
3296 object *invtmp; 3711 object *invtmp;
3712
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3713 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3714 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3715 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3716 {
3300 if (x != NULL && y != NULL) 3717 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3718 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3719 return 1;
3720 }
3303 } 3721 }
3304 } 3722 }
3305 }
3306 if (x != NULL && y != NULL) 3723 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3724 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3725 return 1;
3726 }
3309 } 3727 }
3310 }
3311 } 3728 }
3312 /* If we got here, did not find a battleground */ 3729 /* If we got here, did not find a battleground */
3313 return 0; 3730 return 0;
3314} 3731}
3315 3732
3316/* 3733/*
3320 * attributes: 3737 * attributes:
3321 * object *who the dragon player 3738 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3739 * int atnr the attack-number of the ability focus
3323 * int level ability level 3740 * int level ability level
3324 */ 3741 */
3742void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3743dragon_ability_gain (object *who, int atnr, int level)
3744{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3745 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3746 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3747 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3748 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3749 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3750 int i = 0, j = 0;
3332 3751
3333 /* get the appropriate treasurelist */ 3752 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3753 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3754 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3755 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3756 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3757 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3758 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3759 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3760 trlist = find_treasurelist ("dragon_ability_poison");
3342 3761
3343 if (trlist == NULL || who->type != PLAYER) 3762 if (trlist == NULL || who->type != PLAYER)
3763 return;
3764
3765 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3766
3767 if (tr == NULL || tr->item == NULL)
3768 {
3769 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3770 return;
3771 }
3772
3773 /* everything seems okay - now bring on the gift: */
3774 item = &(tr->item->clone);
3775
3776 if (item->type == SPELL)
3777 {
3778 if (check_spell_known (who, item->name))
3344 return; 3779 return;
3345 3780
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3781 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3782 do_learn_spell (who, item, 0);
3348 3783 return;
3349 if (tr == NULL || tr->item == NULL) { 3784 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3785
3786 /* grant direct spell */
3787 if (item->type == SPELLBOOK)
3788 {
3789 if (!item->inv)
3790 {
3791 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3792 return;
3793 }
3794 if (check_spell_known (who, item->inv->name))
3351 return; 3795 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) { 3796 if (item->invisible)
3797 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3798 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); 3799 do_learn_spell (who, item->inv, 0);
3378 return; 3800 return;
3379 } 3801 }
3380 } 3802 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3803 else if (item->type == SKILL_TOOL && item->invisible)
3804 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3805 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3806 {
3383 3807
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3808 /* 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 3809 * 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, 3810 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3811 * but not all of them, he gets nothing.
3388 */ 3812 */
3389 if (!(skop->attacktype & item->attacktype)) { 3813 if (!(skop->attacktype & item->attacktype))
3814 {
3390 /* Give new attacktype */ 3815 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3816 skop->attacktype |= item->attacktype;
3392 3817
3393 /* always add physical if there's none */ 3818 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3819 skop->attacktype |= AT_PHYSICAL;
3395 3820
3396 if (item->msg != NULL) 3821 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3822 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3823
3399 /* Give player new face */ 3824 /* Give player new face */
3400 if (item->animation_id) { 3825 if (item->animation_id)
3826 {
3401 who->face = skop->face; 3827 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3828 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3829 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3830 who->last_anim = 0;
3405 who->state = 0; 3831 who->state = 0;
3406 animate_object(who, who->direction); 3832 animate_object (who, who->direction);
3407 } 3833 }
3408 } 3834 }
3409 } 3835 }
3410 } 3836 }
3411 else if (item->type == FORCE) { 3837 else if (item->type == FORCE)
3838 {
3412 /* forces in the treasurelist can alter the player's stats */ 3839 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3840 object *skin;
3841
3414 /* first get the dragon skin force */ 3842 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3843 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; 3844 if (skin == NULL)
3418 3845 return;
3846
3419 /* adding new spellpath attunements */ 3847 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3850 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3851
3423 /* print message */ 3852 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3853 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3854 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3855 {
3426 if(item->path_attuned & (1<<i)) { 3856 if (item->path_attuned & (1 << i))
3857 {
3427 if (j) 3858 if (j)
3428 strcat(buf," and "); 3859 strcat (buf, " and ");
3429 else 3860 else
3430 j = 1; 3861 j = 1;
3431 strcat(buf, spellpathnames[i]); 3862 strcat (buf, spellpathnames[i]);
3432 } 3863 }
3433 } 3864 }
3434 strcat(buf,"."); 3865 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3867 }
3437 3868
3438 /* evtl. adding flags: */ 3869 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3870 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3871 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3872 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3873 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3874 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3875 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3876
3446 /* print message if there is one */ 3877 /* print message if there is one */
3447 if (item->msg != NULL) 3878 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3879 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3880 }
3881 else
3449 } 3882 {
3450 else {
3451 /* generate misc. treasure */ 3883 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3884 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3885 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); 3886 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3887 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3888 esrv_send_item (who, tmp);
3457 } 3889 }
3458} 3890}
3459 3891
3460/** 3892/**
3461 * Unready an object for a player. This function does nothing if the object was 3893 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3894 * not readied.
3463 */ 3895 */
3896void
3464void player_unready_range_ob(player *pl, object *ob) { 3897player_unready_range_ob (player *pl, object *ob)
3898{
3465 rangetype i; 3899 rangetype i;
3466 3900
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3901 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3902 {
3468 if (pl->ranges[i] == ob) { 3903 if (pl->ranges[i] == ob)
3904 {
3469 pl->ranges[i] = NULL; 3905 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3906 if (pl->shoottype == i)
3907 {
3471 pl->shoottype = range_none; 3908 pl->shoottype = range_none;
3472 } 3909 }
3473 } 3910 }
3474 } 3911 }
3475} 3912}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines