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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.50 by elmex, Wed Dec 20 10:31:00 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))
66 {
67 if (found)
68 return NULL;
69
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)
72 { 175 {
73 if ( found ) 176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 177 break;
75
76 found = pl;
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);
1201 return;
1202 }
1203
1204 if (op->enemy == NULL)
1205 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED);
1208 return;
1209 }
1210
1211 /* Seen some crashes here. Since we don't store an
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL;
1219 return;
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1224 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED);
1226 return;
1227 }
1228
1229 get_rangevector (op, op->enemy, &rv, 0);
1230
1231 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++)
1233 {
1234 int m = 1 - (RANDOM () & 2);
1235
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1237 return;
1120 } 1238 }
1121 1239
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
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 } 1321 }
1236 } 1322 }
1237 else { /* old model */ 1323 else
1324 { /* old model */
1238 /* NEW pickup handling */ 1325 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1326 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 { 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))));
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 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1344 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1261 } 1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1402
1403 /* ignore known cursed objects */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1406
1407 /* all food and drink if desired */
1408 /* question: don't pick up known-poisonous stuff? */
1409 if (op->contr->mode & PU_FOOD)
1410 if (tmp->type == FOOD)
1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1416 if (op->contr->mode & PU_DRINK)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1422
1423 if (op->contr->mode & PU_POTION)
1424 if (tmp->type == POTION)
1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL)
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 {
1470 if (tmp->type == MONEY || tmp->type == GEM)
1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1262 } 1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
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
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1263 } 1580 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1266#if 0 1602#if 0
1267 /* print the flags too */ 1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1604 if (tmp->name != NULL)
1269 { 1605 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1606 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1607 }
1272 { 1608 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1609 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1610 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1612#endif
1279 } 1613 continue;
1280 /* philosophy: 1614 }
1281 * 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
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * 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
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 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; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 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; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=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 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1615 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1616 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
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 }
1805
1607 if (op->type == PLAYER) 1806 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1807 bow = op->contr->ranges[range_bow];
1609 else { 1808 else
1809 {
1610 for(bow=op->inv; bow; bow=bow->below) 1810 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1811 /* 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. 1812 * don't need to switch back and forth between bows and weapons.
1613 */ 1813 */
1614 if(bow->type==BOW) 1814 if (bow->type == BOW)
1615 break; 1815 break;
1616 1816
1617 if (!bow) { 1817 if (!bow)
1818 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1820 return 0;
1620 } 1821 }
1621 } 1822 }
1823
1622 if( !bow->race || !bow->skill) { 1824 if (!bow->race || !bow->skill)
1825 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1827 return 0;
1625 } 1828 }
1626 1829
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1831
1629 /* penalize ROF for bestarrow */ 1832 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1632 if (bowspeed < 1) 1836 if (bowspeed < 1)
1633 bowspeed = 1; 1837 bowspeed = 1;
1634 1838
1635 if (arrow == NULL) { 1839 if (arrow == NULL)
1840 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1637 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1844 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 */ 1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1846 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1848 return 0;
1644 } 1849 }
1645 } 1850 }
1851
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1853 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1854 return 0;
1649 } 1855
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1859 return 0;
1653 } 1860 }
1654 1861
1655 /* this should not happen, but sometimes does */ 1862 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1863 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1864 {
1658 free_object(arrow); 1865 arrow->destroy ();
1659 return 0; 1866 return 0;
1660 } 1867 }
1661 1868
1662 left = arrow; /* these are arrows left to the player */ 1869 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1870 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1871 if (!arrow)
1872 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1874 return 0;
1669 } 1875 }
1670 set_owner(arrow, op); 1876
1671 if (arrow->skill) free_string(arrow->skill); 1877 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1878 arrow->skill = bow->skill;
1673 1879
1674 arrow->direction=dir; 1880 arrow->direction = dir;
1675 arrow->x = sx; 1881 arrow->x = sx;
1676 arrow->y = sy; 1882 arrow->y = sy;
1677 1883
1678 if (op->type == PLAYER) { 1884 if (op->type == PLAYER)
1885 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1887 fix_player (op);
1681 } 1888 }
1682 1889
1683 SET_ANIMATION(arrow, arrow->direction); 1890 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1892 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1893 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1894 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1895 arrow->spellarg = strdup (arrow->slaying);
1689 1896
1690 /* Note that this was different for monsters - they got their level 1897 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1898 * added to the damage. I think the strength bonus is more proper.
1692 */ 1899 */
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 1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1698 /* update the speed */ 1903 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1905 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 1906
1704 if (arrow->speed < 1.0) 1907 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1908 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1909 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1910 arrow->speed_left = 0;
1708 1911
1709 if (op->type == PLAYER) { 1912 if (op->type == PLAYER)
1913 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1916 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 1917
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1919 }
1920 else
1921 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1922 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; 1923 arrow->level = op->level;
1721 } 1924 }
1925
1722 if (arrow->attacktype == AT_PHYSICAL) 1926 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1927 arrow->attacktype |= bow->attacktype;
1928
1724 if (bow->slaying != NULL) 1929 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1930 arrow->slaying = bow->slaying;
1726 1931
1727 arrow->map = m; 1932 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1933 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1935
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1936 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); 1937 insert_ob_in_map (arrow, m, op, 0);
1734 1938
1735 if (!was_destroyed(arrow, tag)) 1939 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1940 move_arrow (arrow);
1737 1941
1738 if (op->type == PLAYER) { 1942 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1943 {
1944 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1945 esrv_del_item (op->contr, left->count);
1741 else 1946 else
1742 esrv_send_item(op, left); 1947 esrv_send_item (op, left);
1743 } 1948 }
1949
1744 return 1; 1950 return 1;
1745} 1951}
1746 1952
1747/* Special fire code for players - this takes into 1953/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1954 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1955 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1956 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1957 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1958 * hence the function name.
1753 */ 1959 */
1960int
1754int player_fire_bow(object *op, int dir) 1961player_fire_bow (object *op, int dir)
1755{ 1962{
1756 int ret=0, wcmod=0; 1963 int ret = 0, wcmod = 0;
1757 1964
1758 if (op->contr->bowtype == bow_bestarrow) { 1965 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1966 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1967 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); 1968 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1972 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1974 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1977 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)]); 1978 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)]); 1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1983 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); 1984 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); 1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1986
1776 } else { 1987 }
1988 else
1989 {
1777 /* Simple case */ 1990 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1992 }
1780 return ret; 1993 return ret;
1781} 1994}
1782 1995
1783 1996
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1997/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1998 * Broken apart from 'fire' to keep it more readable.
1786 */ 1999 */
2000void
1787void fire_misc_object(object *op, int dir) 2001fire_misc_object (object *op, int dir)
1788{ 2002{
1789 object *item; 2003 object *item;
1790 2004
1791 if (!op->contr->ranges[range_misc]) { 2005 if (!op->contr->ranges[range_misc])
2006 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 2008 return;
1794 } 2009 }
1795 2010
1796 item = op->contr->ranges[range_misc]; 2011 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 2012 if (!item->inv)
2013 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 2015 return;
1800 } 2016 }
1801 if (item->type == WAND) { 2017 if (item->type == WAND)
2018 {
1802 if(item->stats.food<=0) { 2019 if (item->stats.food <= 0)
2020 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2021 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)); 2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 2023 return;
1806 } 2024 }
2025 }
1807 } else if (item->type == ROD || item->type==HORN) { 2026 else if (item->type == ROD || item->type == HORN)
2027 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 2031 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)); 2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 2033 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 2034 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; 2035 return;
1817 } 2036 }
1818 } 2037 }
1819 2038
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 2042 if (item->type == WAND)
2043 {
1823 if (!(--item->stats.food)) { 2044 if (!(--item->stats.food))
2045 {
1824 object *tmp; 2046 object *tmp;
2047
1825 if (item->arch) { 2048 if (item->arch)
2049 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 2050 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 2051 item->face = item->arch->clone.face;
1828 item->speed = 0; 2052 item->speed = 0;
1829 update_ob_speed(item); 2053 update_ob_speed (item);
1830 } 2054 }
1831 if ((tmp=is_player_inv(item))) 2055 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 2056 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 2057 }
1834 } 2058 }
1835 else if (item->type == ROD || item->type==HORN) { 2059 else if (item->type == ROD || item->type == HORN)
2060 {
1836 drain_rod_charge(item); 2061 drain_rod_charge (item);
1837 } 2062 }
1838 } 2063 }
1839} 2064}
1840 2065
1841/* Received a fire command for the player - go and do it. 2066/* Received a fire command for the player - go and do it.
1842 */ 2067 */
2068void
1843void fire(object *op,int dir) { 2069fire (object *op, int dir)
2070{
1844 int spellcost=0; 2071 int spellcost = 0;
1845 2072
1846 /* check for loss of invisiblity/hide */ 2073 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 2074 if (action_makes_visible (op))
2075 make_visible (op);
1848 2076
1849 switch(op->contr->shoottype) { 2077 switch (op->contr->shoottype)
2078 {
1850 case range_none: 2079 case range_none:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 2109 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 } 2110 }
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); 2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
1887 default: 2116 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 2118 return;
1890 } 2119 }
1891} 2120}
1892 2121
1893 2122
1894 2123
1901 * inv is the objects inventory to searched 2130 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 2131 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 2132 * This function can be called recursively to search containers.
1904 */ 2133 */
1905 2134
2135object *
1906object * find_key(object *pl, object *container, object *door) 2136find_key (object *pl, object *container, object *door)
1907{ 2137{
1908 object *tmp,*key; 2138 object *tmp, *key;
1909 2139
1910 /* Should not happen, but sanity checking is never bad */ 2140 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 2141 if (container->inv == NULL)
2142 return NULL;
1912 2143
1913 /* First, lets try to find a key in the top level inventory */ 2144 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
1916 /* For sanity, we should really check door type, but other stuff 2149 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 2150 * (like containers) can be locked with special keys
1918 */ 2151 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 2153 break;
1921 } 2154 }
1922 /* No key found - lets search inventories now */ 2155 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 2156 /* 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 2157 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 2158 * a key, return
1926 */ 2159 */
1927 if (!tmp) { 2160 if (!tmp)
2161 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
1929 /* No reason to search empty containers */ 2164 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 2165 if (tmp->type == CONTAINER && tmp->inv)
2166 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
1932 } 2169 }
1933 } 2170 }
2171 if (!tmp)
1934 if (!tmp) return NULL; 2172 return NULL;
1935 } 2173 }
1936 /* We get down here if we have found a key. Now if its in a container, 2174 /* 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 2175 * see if we actually want to use it
1938 */ 2176 */
1939 if (pl!=container) { 2177 if (pl != container)
2178 {
1940 /* Only let players use keys in containers */ 2179 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 2180 if (!pl->contr)
2181 return NULL;
1942 /* cases where this fails: 2182 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 2183 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 2184 * are not in the players inventory.
1945 * If the container is not active, return now since only active 2185 * If the container is not active, return now since only active
1946 * containers can be used. 2186 * containers can be used.
1947 * If we only search keyrings and the container does not have 2187 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 2188 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 2189 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 2190 * inv must have been an container and must have been active.
1951 * 2191 *
1952 * Change the color so that the message doesn't disappear with 2192 * Change the color so that the message doesn't disappear with
1953 * all the others. 2193 * all the others.
1954 */ 2194 */
1955 if (pl->contr->usekeys == key_inventory || 2195 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2198 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2200 "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; 2201 return NULL;
1964 } 2202 }
1965 } 2203 }
1966 return tmp; 2204 return tmp;
1967} 2205}
1968 2206
1969/* moved door processing out of move_player_attack. 2207/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2208 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2209 * such that the caller should not do anything more,
1972 * 0 otherwise 2210 * 0 otherwise
1973 */ 2211 */
2212static int
1974static int player_attack_door(object *op, object *door) 2213player_attack_door (object *op, object *door)
1975{ 2214{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2215 /* 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 - 2216 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2217 * otherwise, we fall through to the rest of the code.
1980 */ 2218 */
1981 object *key=find_key(op, op, door); 2219 object *key = find_key (op, op, door);
1982 2220
1983 /* IF we found a key, do some extra work */ 2221 /* IF we found a key, do some extra work */
1984 if (key) { 2222 if (key)
2223 {
1985 object *container=key->env; 2224 object *container = key->env;
1986 2225
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2227 if (action_makes_visible (op))
2228 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2231 if (door->type == DOOR)
2232 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2234 }
1993 else if(door->type==LOCKED_DOOR) { 2235 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2236 {
1995 "You open the door with the %s", query_short_name(key)); 2237 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 ;-) */ 2238 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2239 }
1998 /* Do this after we print the message */ 2240 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2241 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2242 /* Need to update the weight the container the key was in */
2001 if (container != op) 2243 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2244 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2245 return 1; /* Nothing more to do below */
2246 }
2004 } else if (door->type==LOCKED_DOOR) { 2247 else if (door->type == LOCKED_DOOR)
2248 {
2005 /* Might as well return now - no other way to open this */ 2249 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2251 return 1;
2008 } 2252 }
2009 return 0; 2253 return 0;
2010} 2254}
2011 2255
2012/* This function is just part of a breakup from move_player. 2256/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2257 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2258 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2259 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2260 * going to try and move (not fire weapons).
2017 */ 2261 */
2018 2262void
2019void move_player_attack(object *op, int dir) 2263move_player_attack (object *op, int dir)
2020{ 2264{
2021 object *tmp, *mon; 2265 object *tmp, *mon;
2022 sint16 nx, ny; 2266 sint16 nx, ny;
2023 int on_battleground; 2267 int on_battleground;
2024 mapstruct *m; 2268 maptile *m;
2025 2269
2026 nx=freearr_x[dir]+op->x; 2270 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2271 ny = freearr_y[dir] + op->y;
2028 2272
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2273 on_battleground = op_on_battleground (op, 0, 0);
2030 2274
2031 /* If braced, or can't move to the square, and it is not out of the 2275 /* 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 2276 * 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 2277 * 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 2278 * 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 2279 * 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 2280 * 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 2281 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2282 * move_ob uses.
2039 */ 2283 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2296 {
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");*/ 2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space
2306 */
2307 while (tmp)
2308 {
2309 if (tmp == op)
2310 {
2311 tmp = tmp->above;
2312 continue;
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp;
2318 break;
2319 }
2320
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */
2329
2330 if (mon->head)
2331 mon = mon->head;
2332
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2334 if (player_attack_door (op, mon))
2335 return;
2336
2337 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them.
2343 */
2344
2345 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive.
2348 */
2349 if ((op->type == PLAYER)
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2354#else
2355 && mon->owner == op
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 {
2359 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced)
2049 return; 2361 return;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2366 return;
2050 } 2367 }
2051 2368
2052 mon = NULL; 2369 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2370 * 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. 2371 * 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 2372 * attack them either.
2056 * on the space
2057 */ 2373 */
2058 while (tmp!=NULL) { 2374 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2376#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2377 (op->contr->peaceful
2378 || (mon->type == PLAYER
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground))
2385 {
2386 if (!op->contr->braced)
2387 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op);
2062 } 2390 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2391 else
2064 mon = tmp; 2392 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2393
2394 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op);
2396 }
2397
2398 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced.
2400 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2402 {
2403 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op))
2405 make_visible (op);
2406 }
2407
2408 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen.
2413 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 {
2418
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 {
2426 op->speed_left += op->speed / op->contr->weapon_sp;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2429 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2430
2075 if(mon->head != NULL) 2431 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2432
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2433 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2434 * hitback, and doesn't loose luck either.
2080 2435 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2436 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2437 */
2088 2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2439 {
2129 if (!op->contr->braced) { 2440 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2441
2131 (void) push_ob(mon,dir,op); 2442 mon->contr->has_hit = 1;
2132 } else { 2443 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2444 mon->stats.luck = luck;
2134 } 2445 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2446
2138 /* If the object is a boulder or other rollable object, then
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); 2447 if (action_makes_visible (op))
2144 } 2448 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
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 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2449 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
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 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2450 } /* if player should attack something */
2185} 2451}
2186 2452
2453int
2187int move_player(object *op,int dir) { 2454move_player (object *op, int dir)
2455{
2188 int pick; 2456 int pick;
2189 2457
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2458 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; 2459 return 0;
2460
2461 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9))
2463 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0;
2466 }
2467
2468 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471
2472 op->facing = dir;
2473
2474 if (op->hide)
2475 do_hidden_move (op);
2476
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ;
2479 else if (op->contr->fire_on)
2480 fire (op, dir);
2481 else
2482 {
2483 move_player_attack (op, dir);
2484 pick = check_pick (op);
2485 }
2486
2487 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing.
2489 */
2490 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2491 op->direction = dir;
2492 else
2493 op->direction = 0;
2494
2495 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities
2497 * for players.
2498 */
2499 animate_object (op, op->facing);
2500 return 0;
2231} 2501}
2232 2502
2233/* This is similar to handle_player, below, but is only used by the 2503/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2504 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2505 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2506 * the new speed values for commands.
2237 * 2507 *
2238 * Returns true if there are more actions we can do. 2508 * Returns true if there are more actions we can do.
2239 */ 2509 */
2510int
2240int handle_newcs_player(object *op) 2511handle_newcs_player (object *op)
2241{ 2512{
2242 if (op->contr->hidden) { 2513 if (op->contr->hidden)
2514 {
2243 op->invisible = 1000; 2515 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2516 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2517 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2518 * alternate it here for it to work correctly.
2247 */ 2519 */
2248 if (pticks & 2) op->invisible--; 2520 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2252 if(!op->invisible) { 2526 if (!op->invisible)
2527 {
2253 make_visible(op); 2528 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2530 }
2256 } 2531 }
2257 2532
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2259 flee_player(op); 2535 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2536 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2262 op->speed_left--; 2539 op->speed_left--;
2263 return 0; 2540 return 0;
2264 } 2541 }
2265 } 2542 }
2266 2543
2267 /* I've been seeing crashes where the golem has been destroyed, but 2544 /* 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 2545 * 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 2546 * 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. 2547 * put this in a a workaround to clean up the golem pointer.
2271 */ 2548 */
2272 if (op->contr->ranges[range_golem] && 2549 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; 2550 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2551
2279 /* call this here - we also will call this in do_ericserver, but 2552 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2553 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2554 * called, so we recheck it here.
2282 */ 2555 */
2283 HandleClient(&op->contr->socket, op->contr); 2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2557 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 } 2558 ;
2559
2560 if (op->speed_left < 0)
2298 return 0; 2561 return 0;
2299}
2300 2562
2301int save_life(object *op) { 2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2303 2567
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2305 return 0; 2576 return 0;
2577 }
2306 2578
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2579 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2580}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2581
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2582int
2311 "Your %s vibrates violently, then evaporates.", 2583save_life (object *op)
2312 query_name(tmp)); 2584{
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); 2585 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599
2600 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp;
2602
2603 if (op->stats.food < 0)
2604 op->stats.food = 999;
2605
2606 fix_player (op);
2607 return 1;
2608 }
2609
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */
2613 return 0;
2329} 2614}
2330 2615
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2616/* 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 2617 * 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 2618 * function will descend into containers. op is the object to start the search
2334 * from. 2619 * from.
2335 */ 2620 */
2621void
2336void remove_unpaid_objects(object *op, object *env) 2622remove_unpaid_objects (object *op, object *env)
2337{ 2623{
2338 object *next; 2624 object *next;
2339 2625
2340 while (op) { 2626 while (op)
2627 {
2341 next=op->below; /* Make sure we have a good value, in case 2628 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2629 * we remove object 'op'
2343 */ 2630 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 {
2345 remove_ob(op); 2633 op->remove ();
2346 op->x = env->x; 2634 op->x = env->x;
2347 op->y = env->y; 2635 op->y = env->y;
2348 if (env->type == PLAYER) 2636 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2637 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2638 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2639 }
2640 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2641 remove_unpaid_objects (op->inv, env);
2642
2353 op=next; 2643 op = next;
2354 } 2644 }
2355} 2645}
2356 2646
2357 2647
2358/* 2648/*
2360 * Moved from apply.c to player.c - player.c is what 2650 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2651 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2652 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2653 * but there isn't one in the server directory.
2364 */ 2654 */
2655char *
2365char *gravestone_text (object *op) 2656gravestone_text (object *op)
2366{ 2657{
2367 static char buf2[MAX_BUF]; 2658 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2659 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2660 time_t now = time (NULL);
2370 2661
2371 strcpy (buf2, " R.I.P.\n\n"); 2662 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2663 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2665 else
2375 sprintf (buf, "%s\n", op->name); 2666 sprintf (buf, "%s\n", &op->name);
2667
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2669 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2670 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2672 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2676 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2677 if (op->type == PLAYER)
2678 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2681 strcat (buf2, buf);
2388 } 2682 }
2683
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2686 strcat (buf2, buf);
2687
2392 return buf2; 2688 return buf2;
2393} 2689}
2394 2690
2395 2691
2396 2692
2693void
2397void do_some_living(object *op) { 2694do_some_living (object *op)
2695{
2398 int last_food=op->stats.food; 2696 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2697 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2698 int over_hp, over_sp, over_grace;
2401 int i; 2699 int i;
2402 int rate_hp = 1200; 2700 int rate_hp = 1200;
2403 int rate_sp = 2500; 2701 int rate_sp = 2500;
2404 int rate_grace = 2000; 2702 int rate_grace = 2000;
2405 const int max_hp = 1; 2703 const int max_hp = 1;
2406 const int max_sp = 1; 2704 const int max_sp = 1;
2407 const int max_grace = 1; 2705 const int max_grace = 1;
2408 2706
2409 if (op->contr->outputs_sync) { 2707 if (op->contr->outputs_sync)
2708 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL && 2710 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]); 2711 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2712 }
2415 2713
2416 if(op->contr->state==ST_PLAYING) { 2714 if (op->contr->state == ST_PLAYING)
2715 {
2417 2716
2418 /* these next three if clauses make it possible to SLOW DOWN 2717 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2718 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2719 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2721 else
2722 {
2423 gen_hp = op->stats.maxhp; 2723 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2725 }
2426 if(op->contr->gen_sp >= 0 ) 2726 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2728 else
2729 {
2429 gen_sp = op->stats.maxsp; 2730 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2732 }
2432 if(op->contr->gen_grace >= 0) 2733 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2735 else
2736 {
2435 gen_grace = op->stats.maxgrace; 2737 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2739 }
2438 2740
2439 /* Regenerate Spell Points */ 2741 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2744 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) { 2745 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2746 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2747 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2748 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2750 {
2751 op->stats.food--;
2752 if (op->contr->digestion < 0)
2753 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food;
2463 } 2756 }
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 } 2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2487 } else { 2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783
2784 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0)
2787 {
2788 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */
2790 if (max_grace > 1)
2791 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0)
2794 {
2795 op->stats.sp += over_grace
2796 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2797 op->last_grace = 0;
2798 }
2799 else
2800 {
2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2802 }
2803 }
2804 else
2805 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2807 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2808 /* wearing stuff doesn't detract from grace generation. */
2491 } 2809 }
2492 2810
2493 /* Regenerate Hit Points */ 2811 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2812 if (--op->last_heal < 0)
2813 {
2495 if(op->stats.hp<op->stats.maxhp) { 2814 if (op->stats.hp < op->stats.maxhp)
2815 {
2496 op->stats.hp++; 2816 op->stats.hp++;
2497 /* dms do not consume food */ 2817 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2819 {
2820 op->stats.food--;
2500 if(op->contr->digestion<0) 2821 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2822 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2823 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; 2824 op->stats.food = last_food;
2825 }
2826 }
2827 if (max_hp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 {
2832 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2833 op->last_heal = 0;
2834 }
2835 else
2836 {
2837 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2838 }
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2505 } 2844 }
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 2845
2521 /* Digestion */ 2846 /* Digestion */
2522 if(--op->last_eat<0) { 2847 if (--op->last_eat < 0)
2848 {
2523#ifdef COZY_SERVER 2849#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2852#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2853 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 2854#endif
2531 2855
2532 if(op->contr->gen_hp > 0) 2856 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2858 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2536 /* dms do not consume food */ 2860 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2861 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2862 op->stats.food--;
2863 }
2539 } 2864 }
2540 2865
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2867 {
2542 object *tmp, *flesh=NULL; 2868 object *tmp, *flesh = NULL;
2543 2869
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2871 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2877 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2878 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2879 break;
2551 } 2880 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2881 else if (tmp->type == FLESH)
2882 flesh = tmp;
2553 } /* End if paid for object */ 2883 } /* End if paid for object */
2554 } /* end of for loop */ 2884 } /* end of for loop */
2555 /* If player is still starving, it means they don't have any food, so 2885 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2886 * eat flesh instead.
2557 */ 2887 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2891 manual_apply (op, flesh, 0);
2561 } 2892 }
2562 } /* end if player is starving */ 2893 } /* end if player is starving */
2563 2894
2564 while(op->stats.food<0&&op->stats.hp>0) 2895 while (op->stats.food < 0 && op->stats.hp > 0)
2565 op->stats.food++,op->stats.hp--; 2896 op->stats.food++, op->stats.hp--;
2566 2897
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2568 kill_player(op); 2899 kill_player (op);
2569} 2900}
2570 2901
2571 2902
2572 2903
2573/* If the player should die (lack of hp, food, etc), we call this. 2904/* 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 2905 * 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 2906 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2907 * file.
2577 */ 2908 */
2909void
2578void kill_player(object *op) 2910kill_player (object *op)
2579{ 2911{
2580 char buf[MAX_BUF]; 2912 char buf[MAX_BUF];
2581 int x,y,i; 2913 int x, y;
2914
2915 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2916 maptile *map; /* this is for resurrection */
2917
2583 int z; 2918 /* int z;
2584 int num_stats_lose; 2919 int num_stats_lose;
2585 int lost_a_stat; 2920 int lost_a_stat;
2586 int lose_this_stat; 2921 int lose_this_stat;
2587 int this_stat; 2922 int this_stat; */
2588 int will_kill_again; 2923 int will_kill_again;
2589 archetype *at; 2924 archetype *at;
2590 object *tmp; 2925 object *tmp;
2591 2926
2592 if(save_life(op)) 2927 if (save_life (op))
2593 return; 2928 return;
2594 2929
2595 2930
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2931 /* 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. 2932 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2933 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2934 */
2600 if (op_on_battleground(op, &x, &y)) { 2935 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2936 {
2602 "You have been defeated in combat!"); 2937 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, 2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2939
2605
2606 /* restore player */ 2940 /* restore player */
2607 at = find_archetype("poisoning"); 2941 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2942 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2943 if (tmp)
2610 remove_ob(tmp); 2944 {
2611 free_object(tmp); 2945 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2947 }
2614 2948
2615 at = find_archetype("confusion"); 2949 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2951 if (tmp)
2618 remove_ob(tmp); 2952 {
2619 free_object(tmp); 2953 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2955 }
2622 2956
2623 cure_disease(op,0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2958 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2959 if (op->stats.food <= 0)
2626 2960 op->stats.food = 999;
2961
2627 /* create a bodypart-trophy to make the winner happy */ 2962 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2963 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2964 if (tmp != NULL)
2630 { 2965 {
2631 sprintf(buf,"%s's finger",op->name); 2966 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2967 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2968 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2969 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2971 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2972 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2973 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2974 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2975 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2976 }
2977
2644 /* teleport defeated player to new destination*/ 2978 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2979 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2980 op->contr->braced = 0;
2647 return; 2981 return;
2648 } 2982 }
2649 2983
2650 INVOKE_PLAYER (DEATH, op->contr); 2984 INVOKE_PLAYER (DEATH, op->contr);
2651 2985
2652 command_kill_pets (op, 0); 2986 command_kill_pets (op, 0);
2653 2987
2654 if(op->stats.food<0) { 2988 if (op->stats.food < 0)
2989 {
2655 if (op->contr->explore) { 2990 if (op->contr->explore)
2991 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2992 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..."); 2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2994 op->stats.food = 999;
2659 return; 2995 return;
2660 } 2996 }
2661 sprintf(buf,"%s starved to death.",op->name); 2997 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2998 strcpy (op->contr->killer, "starvation");
2999 }
3000 else
2663 } 3001 {
2664 else {
2665 if (op->contr->explore) { 3002 if (op->contr->explore)
3003 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3004 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..."); 3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 3006 op->stats.hp = op->stats.maxhp;
2669 return; 3007 return;
2670 } 3008 }
2671 sprintf(buf,"%s died.",op->name); 3009 sprintf (buf, "%s died.", &op->name);
2672 } 3010 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 3012
2675 /* save the map location for corpse, gravestone*/ 3013 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
2677 3017
2678 3018
2679 if (settings.not_permadeth == TRUE) { 3019 if (settings.not_permadeth == TRUE)
3020 {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 3021 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 3022 * 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. 3023 * See the config.h file for a little more in depth detail about this.
2683 */ 3024 */
2684 3025
2685 /* Basically two ways to go - remove a stat permanently, or just 3026 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 3027 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 3028 * of death.
2688 */ 3029 */
2689#ifndef COZY_SERVER 3030#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 3031 if (settings.balanced_stat_loss)
3032 {
2691 /* If stat loss is permanent, lose one stat only. */ 3033 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 3034 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 3035 more if they do. */
2694 /* Higher level characters can afford things such as potions of 3036 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 3037 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 3038 little bit harder. */
2697 /* GD */ 3039 /* GD */
2698 if (settings.stat_loss_on_death) 3040 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; 3041 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else
2704 } 3046 {
3047 num_stats_lose = 1;
3048 }
2705 lost_a_stat = 0; 3049 lost_a_stat = 0;
2706 3050
2707 for (z=0; z<num_stats_lose; z++) { 3051 for (z = 0; z < num_stats_lose; z++)
3052 {
2708 i = RANDOM() % NUM_STATS; 3053 i = RANDOM () % NUM_STATS;
2709 3054
2710 if (settings.stat_loss_on_death) { 3055 if (settings.stat_loss_on_death)
3056 {
2711 /* Pick a random stat and take a point off it. Tell the player 3057 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 3058 * what he lost.
2713 */ 3059 */
2714 change_attr_value(&(op->stats), i,-1); 3060 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 3061 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 3062 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 3063 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 3065 lost_a_stat = 1;
3066 }
2720 } else { 3067 else
3068 {
2721 /* deplete a stat */ 3069 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 3070 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 3071 object *dep;
2724 3072
2725 dep = present_arch_in_ob(deparch,op); 3073 dep = present_arch_in_ob (deparch, op);
2726 if(!dep) { 3074 if (!dep)
3075 {
2727 dep = arch_to_object(deparch); 3076 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 3077 insert_ob_in_ob (dep, op);
2729 } 3078 }
2730 lose_this_stat = 1; 3079 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 3080 if (settings.balanced_stat_loss)
3081 {
2732 /* GD */ 3082 /* GD */
2733 /* Get the stat that we're about to deplete. */ 3083 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 3084 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 3085 if (this_stat < 0)
3086 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 3088 int keep_chance = this_stat * this_stat;
3089
2738 /* Yes, I am paranoid. Sue me. */ 3090 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 3091 if (keep_chance < 1)
2740 keep_chance = 1; 3092 keep_chance = 1;
2741 3093
2742 /* There is a maximum depletion total per level. */ 3094 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2744 lose_this_stat = 0; 3104 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", 3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance, 3106 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */ 3107 lose_this_stat?"LOSE":"KEEP"); */
2754 } 3108 }
2755 } 3109 }
2756 } 3110 }
2757 3111
2758 if (lose_this_stat) { 3112 if (lose_this_stat)
3113 {
2759 this_stat = get_attr_value(&(dep->stats), i); 3114 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 3115 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 3116 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 3117 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 3118 * and should be roughly the same, so it shouldn't make a
2764 * difference. 3119 * difference.
2765 */ 3120 */
2766 if (this_stat>=-50) { 3121 if (this_stat >= -50)
3122 {
2767 change_attr_value(&(dep->stats), i, -1); 3123 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 3124 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 3126 fix_player (op);
2771 lost_a_stat = 1; 3127 lost_a_stat = 1;
2772 } 3128 }
2773 } 3129 }
2774 } 3130 }
2775 } 3131 }
2776 /* If no stat lost, tell the player. */ 3132 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 3133 if (!lost_a_stat)
3134 {
3135 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */
3137 const char *god = determine_god (op);
3138
3139 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 }
3144#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif
3147
3148 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone.
3150 */
3151 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf;
3156 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);
3157 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0);
3160
3161 /**************************************/
3162 /* */
3163 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */
3166 /* */
3167 /**************************************/
3168
3169 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */
3171 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op);
3173
3174 if (tmp)
3175 {
3176 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 }
3179
3180 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op);
3182 if (tmp)
3183 {
3184 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 }
3187
3188 cure_disease (op, 0); /* remove any disease */
3189
3190 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197
3198 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if
3200 * the player has any unpaid items. If so, remove them and put them back
3201 * in the map.
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/
3208 /* */
3209 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */
3211 /* */
3212 /****************************************/
3213
3214 enter_player_savebed (op);
3215
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0;
3220 save_player (op, 1);
3221
3222 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player.
3226 */
3227 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype;
3231
3232 if (will_kill_again)
3233 {
3234 object *force;
3235 int at;
3236
3237 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1;
3240 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100;
3245
3246 insert_ob_in_ob (force, op);
3247 fix_player (op);
3248
3249 }
3250
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
2778 { 3281 {
2779 /* determine_god() seems to not work sometimes... why is this? 3282 /* save playerfile sans equipment when player dies
2780 Should I be using something else? GD */ 3283 ** then save it as player.pl.dead so that future resurrection
2781 const char *god = determine_god(op); 3284 ** type spells will work on them nicely
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2784 "moment you feel the holy presence of %s protecting"
2785 " you.", god);
2786 else 3285 */
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3286 delete_character (op->name, 0);
2788 " feel a holy presence protecting you."); 3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
2789 } 3301 }
2790#endif 3302 else
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3303 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 3304 }
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 3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319}
3320
3321
3322void
3323loot_object (object *op)
3324{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next;
3326
3327 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331
3332 for (tmp = op->inv; tmp != NULL; tmp = next)
3333 {
3334 next = tmp->below;
3335 if (tmp->invisible)
3336 continue;
3337 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */
3341 loot_object (tmp);
2845 /* 3342 }
2846 * Check to see if the player is in a shop. IF so, then check to see if 3343 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 } 3344 {
2879 if (will_kill_again) { 3345 if (tmp->nrof > 1)
2880 object *force; 3346 {
2881 int at; 3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 3348 tmp2->destroy ();
2883 force=get_archetype(FORCE_NAME); 3349 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 } 3350 }
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 { 3351 else
2950 delete_character(op->name,1); 3352 tmp->destroy ();
2951 } 3353 }
2952 } 3354 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); 3355 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 } 3356 }
2997} 3357}
2998 3358
2999/* 3359/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3360 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3361 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3362 * was changed.
3003 */ 3363 */
3004 3364
3365void
3005void fix_weight(void) { 3366fix_weight (void)
3367{
3006 player *pl; 3368 player *pl;
3369
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373
3009 if(old == sum) 3374 if (old == sum)
3010 continue; 3375 continue;
3011 fix_player(pl->ob); 3376 fix_player (pl->ob);
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3378 }
3015} 3379}
3016 3380
3381void
3017void fix_luck(void) { 3382fix_luck (void)
3383{
3018 player *pl; 3384 player *pl;
3385
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3386 for (pl = first_player; pl != NULL; pl = pl->next)
3020 if (!pl->ob->contr->state) 3387 if (!pl->ob->contr->state)
3021 change_luck(pl->ob, 0); 3388 change_luck (pl->ob, 0);
3022} 3389}
3023 3390
3024 3391
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3392/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3393 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3394 * just treat this as any other spell casting object.
3028 */ 3395 */
3029 3396
3030void 3397void
3031cast_dust (object * op, object * throw_ob, int dir) 3398cast_dust (object *op, object *throw_ob, int dir)
3032{ 3399{
3033 object *skop, *spob; 3400 object *skop, *spob;
3034 3401
3035 skop = find_skill_by_name (op, throw_ob->skill); 3402 skop = find_skill_by_name (op, throw_ob->skill);
3036 3403
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3404 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3405 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3406 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3407 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3408 return;
3043 } 3409 }
3044 3410
3045 spob = throw_ob->inv; 3411 spob = throw_ob->inv;
3046 3412
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3413 // 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 3414 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3415 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3416 if (!spob)
3051 { 3417 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3418 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; 3419 return;
3055 } 3420 }
3056 3421
3057 if (op->type == PLAYER) 3422 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3423 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3424
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3425 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3426
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3427 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3428}
3066 3429
3430void
3067void make_visible (object *op) { 3431make_visible (object *op)
3432{
3068 op->hide = 0; 3433 op->hide = 0;
3069 op->invisible = 0; 3434 op->invisible = 0;
3070 if(op->type==PLAYER) { 3435 if (op->type == PLAYER)
3436 {
3071 op->contr->tmp_invis = 0; 3437 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3438 op->contr->invis_race = 0;
3073 } 3439 }
3074 update_object(op,UP_OBJ_FACE); 3440 update_object (op, UP_OBJ_FACE);
3075} 3441}
3076 3442
3443int
3077int is_true_undead(object *op) { 3444is_true_undead (object *op)
3445{
3078 object *tmp=NULL; 3446 object *tmp = NULL;
3079 3447
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1;
3081 3450
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3451 return 0;
3087} 3452}
3088 3453
3089/* look at the surrounding terrain to determine 3454/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3455 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3456 * indicate greater hideability.
3092 */ 3457 */
3093 3458
3459int
3094int hideability(object *ob) { 3460hideability (object *ob)
3461{
3095 int i,level=0, mflag; 3462 int i, level = 0, mflag;
3096 sint16 x,y; 3463 sint16 x, y;
3097 3464
3098 if(!ob||!ob->map) return 0; 3465 if (!ob || !ob->map)
3466 return 0;
3099 3467
3100 /* so, on normal lighted maps, its hard to hide */ 3468 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3469 level = ob->map->darkness - 2;
3102 3470
3103 /* this also picks up whether the object is glowing. 3471 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3472 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3473 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3474 if (has_carried_lights (ob))
3475 level = -(10 + (2 * ob->map->darkness));
3107 3476
3108 /* scan through all nearby squares for terrain to hide in */ 3477 /* 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]) { 3478 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3479 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3480 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3481 if (mflag & P_OUT_OF_MAP)
3482 {
3483 continue;
3484 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3485 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3486 level += 2;
3114 else /* open terrain! */ 3487 else /* open terrain! */
3115 level -= 1; 3488 level -= 1;
3116 } 3489 }
3117 3490
3118#if 0 3491#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3492 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3493#endif
3121 return level; 3494 return level;
3122} 3495}
3123 3496
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3497/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3498 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3499 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3500 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3501 */
3129 3502
3503void
3130void do_hidden_move (object *op) { 3504do_hidden_move (object *op)
3505{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3507 object *skop;
3133 3508
3134 if(!op || !op->map) return; 3509 if (!op || !op->map)
3510 return;
3135 3511
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3513
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3514 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3515 if (op->type == PLAYER && op->contr->run_on)
3516 {
3140 if(!skop || num >= skop->level) { 3517 if (!skop || num >= skop->level)
3518 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3520 make_visible (op);
3143 return; 3521 return;
3522 }
3523 else
3144 } else num += 20; 3524 num += 20;
3145 } 3525 }
3146 num += op->map->difficulty; 3526 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3527 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3528 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 {
3150 make_visible(op); 3531 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3532 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3534 }
3154 else if (op->type == PLAYER && skop) { 3535 else if (op->type == PLAYER && skop)
3536 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3538 }
3157} 3539}
3158 3540
3159/* determine if who is standing near a hostile creature. */ 3541/* determine if who is standing near a hostile creature. */
3160 3542
3543int
3161int stand_near_hostile( object *who ) { 3544stand_near_hostile (object *who)
3545{
3162 object *tmp=NULL; 3546 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3547 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3548 maptile *m;
3165 sint16 x,y; 3549 sint16 x, y;
3166 3550
3167 if(!who) return 0; 3551 if (!who)
3552 return 0;
3168 3553
3169 if(who->type==PLAYER) player=1; 3554 if (who->type == PLAYER)
3555 player = 1;
3556
3557 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3558 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3559
3172 /* search adjacent squares */ 3560 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3561 for (i = 1; i < 9; i++)
3562 {
3174 x = who->x+freearr_x[i]; 3563 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3564 y = who->y + freearr_y[i];
3176 m = who->map; 3565 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3566 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3567 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3568 * blocked, don't need to check this space.
3180 */ 3569 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3570 if (mflags & P_OUT_OF_MAP)
3571 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3572 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3573 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3574
3185 if((player||friendly) 3575 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3576 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3577 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3578 return 1;
3579 else if (tmp->type == PLAYER)
3580 {
3581 /*don't let a hidden DM prevent you from hiding */
3582 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3583 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 } 3584 }
3194 } 3585 }
3195 } 3586 }
3196 return 0; 3587 return 0;
3197} 3588}
3198 3589
3199/* check the player los field for viewability of the 3590/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3591 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3592 * 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. 3599 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3600 * -b.t.
3210 * This function is now map tiling safe. 3601 * This function is now map tiling safe.
3211 */ 3602 */
3212 3603
3604int
3213int player_can_view (object *pl,object *op) { 3605player_can_view (object *pl, object *op)
3606{
3214 rv_vector rv; 3607 rv_vector rv;
3215 int dx,dy; 3608 int dx, dy;
3216 3609
3217 if(pl->type!=PLAYER) { 3610 if (pl->type != PLAYER)
3611 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3612 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3613 return -1;
3220 } 3614 }
3221 if (!pl || !op) return 0; 3615 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; 3616 return 0;
3617
3618 if (op->head)
3619 {
3620 op = op->head;
3621 }
3622 get_rangevector (pl, op, &rv, 0x1);
3623
3624 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any
3626 * part that is in the los array but isnt on
3627 * a blocked los square.
3628 * we use the archetype to figure out offsets.
3629 */
3630 while (op)
3631 {
3632 dx = rv.distance_x + op->arch->clone.x;
3633 dy = rv.distance_y + op->arch->clone.y;
3634
3635 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values.
3638 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3642 return 1;
3643 op = op->more;
3644 }
3645 return 0;
3247} 3646}
3248 3647
3249/* routine for both players and monsters. We call this when 3648/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3649 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3650 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3651 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3652 * return 0.
3254 */ 3653 */
3654int
3255int action_makes_visible (object *op) { 3655action_makes_visible (object *op)
3656{
3256 3657
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3658 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3659 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3660 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3661 return 0;
3260 3662
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3663 if (op->contr && op->contr->tmp_invis == 0)
3664 return 0;
3262 3665
3263 /* If monsters, they should become visible */ 3666 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3667 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3668 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3669 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3670 return 1;
3267 } 3671 }
3268 } 3672 }
3269 return 0; 3673 return 0;
3270} 3674}
3271 3675
3272/* op_on_battleground - checks if the given object op (usually 3676/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3677 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3678 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3679 * -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 3680 * 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 3681 * 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 3682 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3683 */
3684int
3280int op_on_battleground (object *op, int *x, int *y) { 3685op_on_battleground (object *op, int *x, int *y)
3686{
3281 object *tmp; 3687 object *tmp;
3282 3688
3283 /* A battleground-tile needs the following attributes to be valid: 3689 /* 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), 3690 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3691 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3692 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3693 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3694 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3695 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3696 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3697 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3698 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3699 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3700 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3701 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3702 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3703 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3704 {
3296 object *invtmp; 3705 object *invtmp;
3706
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3707 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3708 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3709 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3710 {
3300 if (x != NULL && y != NULL) 3711 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3712 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3713 return 1;
3714 }
3303 } 3715 }
3304 } 3716 }
3305 }
3306 if (x != NULL && y != NULL) 3717 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3718 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3719 return 1;
3720 }
3309 } 3721 }
3310 }
3311 } 3722 }
3312 /* If we got here, did not find a battleground */ 3723 /* If we got here, did not find a battleground */
3313 return 0; 3724 return 0;
3314} 3725}
3315 3726
3316/* 3727/*
3320 * attributes: 3731 * attributes:
3321 * object *who the dragon player 3732 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3733 * int atnr the attack-number of the ability focus
3323 * int level ability level 3734 * int level ability level
3324 */ 3735 */
3736void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3737dragon_ability_gain (object *who, int atnr, int level)
3738{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3739 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3740 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3741 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3742 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3743 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3744 int i = 0, j = 0;
3332 3745
3333 /* get the appropriate treasurelist */ 3746 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3747 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3748 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3749 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3750 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3751 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3752 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3753 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3754 trlist = find_treasurelist ("dragon_ability_poison");
3342 3755
3343 if (trlist == NULL || who->type != PLAYER) 3756 if (trlist == NULL || who->type != PLAYER)
3757 return;
3758
3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3760
3761 if (tr == NULL || tr->item == NULL)
3762 {
3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3764 return;
3765 }
3766
3767 /* everything seems okay - now bring on the gift: */
3768 item = &(tr->item->clone);
3769
3770 if (item->type == SPELL)
3771 {
3772 if (check_spell_known (who, item->name))
3344 return; 3773 return;
3345 3774
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3775 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3776 do_learn_spell (who, item, 0);
3348 3777 return;
3349 if (tr == NULL || tr->item == NULL) { 3778 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3779
3780 /* grant direct spell */
3781 if (item->type == SPELLBOOK)
3782 {
3783 if (!item->inv)
3784 {
3785 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3786 return;
3787 }
3788 if (check_spell_known (who, item->inv->name))
3351 return; 3789 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) { 3790 if (item->invisible)
3791 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3792 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); 3793 do_learn_spell (who, item->inv, 0);
3378 return; 3794 return;
3379 } 3795 }
3380 } 3796 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3797 else if (item->type == SKILL_TOOL && item->invisible)
3798 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3799 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3800 {
3383 3801
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3802 /* 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 3803 * 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, 3804 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3805 * but not all of them, he gets nothing.
3388 */ 3806 */
3389 if (!(skop->attacktype & item->attacktype)) { 3807 if (!(skop->attacktype & item->attacktype))
3808 {
3390 /* Give new attacktype */ 3809 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3810 skop->attacktype |= item->attacktype;
3392 3811
3393 /* always add physical if there's none */ 3812 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3813 skop->attacktype |= AT_PHYSICAL;
3395 3814
3396 if (item->msg != NULL) 3815 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3816 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3817
3399 /* Give player new face */ 3818 /* Give player new face */
3400 if (item->animation_id) { 3819 if (item->animation_id)
3820 {
3401 who->face = skop->face; 3821 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3822 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3823 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3824 who->last_anim = 0;
3405 who->state = 0; 3825 who->state = 0;
3406 animate_object(who, who->direction); 3826 animate_object (who, who->direction);
3407 } 3827 }
3408 } 3828 }
3409 } 3829 }
3410 } 3830 }
3411 else if (item->type == FORCE) { 3831 else if (item->type == FORCE)
3832 {
3412 /* forces in the treasurelist can alter the player's stats */ 3833 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3834 object *skin;
3835
3414 /* first get the dragon skin force */ 3836 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3837 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; 3838 if (skin == NULL)
3418 3839 return;
3840
3419 /* adding new spellpath attunements */ 3841 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3844 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3845
3423 /* print message */ 3846 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3847 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3848 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3849 {
3426 if(item->path_attuned & (1<<i)) { 3850 if (item->path_attuned & (1 << i))
3851 {
3427 if (j) 3852 if (j)
3428 strcat(buf," and "); 3853 strcat (buf, " and ");
3429 else 3854 else
3430 j = 1; 3855 j = 1;
3431 strcat(buf, spellpathnames[i]); 3856 strcat (buf, spellpathnames[i]);
3432 } 3857 }
3433 } 3858 }
3434 strcat(buf,"."); 3859 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3861 }
3437 3862
3438 /* evtl. adding flags: */ 3863 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3864 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3865 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3866 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3867 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3868 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3869 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3870
3446 /* print message if there is one */ 3871 /* print message if there is one */
3447 if (item->msg != NULL) 3872 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3874 }
3875 else
3449 } 3876 {
3450 else {
3451 /* generate misc. treasure */ 3877 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3878 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3879 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); 3880 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3881 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3882 esrv_send_item (who, tmp);
3457 } 3883 }
3458} 3884}
3459 3885
3460/** 3886/**
3461 * Unready an object for a player. This function does nothing if the object was 3887 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3888 * not readied.
3463 */ 3889 */
3890void
3464void player_unready_range_ob(player *pl, object *ob) { 3891player_unready_range_ob (player *pl, object *ob)
3892{
3465 rangetype i; 3893 rangetype i;
3466 3894
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3896 {
3468 if (pl->ranges[i] == ob) { 3897 if (pl->ranges[i] == ob)
3898 {
3469 pl->ranges[i] = NULL; 3899 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3900 if (pl->shoottype == i)
3901 {
3471 pl->shoottype = range_none; 3902 pl->shoottype = range_none;
3472 } 3903 }
3473 } 3904 }
3474 } 3905 }
3475} 3906}

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