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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root 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 */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
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 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
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); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 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); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 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; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player * 210static player *
203get_player (player * p) 211get_player (player *p)
204{ 212{
205 object *op = arch_to_object (get_player_archetype (NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
206 int i; 214 int i;
207 215
208 if (!p) 216 if (!p)
214 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
216 * 'who'. 224 * 'who'.
217 */ 225 */
218 player *tmp = first_player; 226 player *tmp = first_player;
227
219 while (tmp != NULL && tmp->next != NULL) 228 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next; 229 tmp = tmp->next;
221 if (tmp != NULL) 230 if (tmp != NULL)
222 tmp->next = p; 231 tmp->next = p;
223 else 232 else
224 first_player = p; 233 first_player = p;
225 234
226 p->next = NULL; 235 p->next = NULL;
227 } 236 }
228 237
229 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
230 * for next and socket. 239 * for next and socket.
231 */ 240 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 241 p->clear ();
233 p->attachable_clear ();
234 242
235 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 244 * we deal with that below this point.
237 */ 245 */
238 p->party = NULL; 246 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 250 p->Swap_First = -1;
243 251
244#ifdef AUTOSAVE 252#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
246#endif 254#endif
247 255
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 257
250 op->contr = p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 259 p->ob = op;
252 op->speed_left = 0.5; 260 op->speed_left = 0.5;
253 op->speed = 1.0; 261 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 263 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 266
259 roll_stats (op); 267 roll_stats (op);
260 p->state = ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
261 clear_los (op); 269 clear_los (op);
262 270
266 p->bowtype = bow_normal; 274 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 275 p->petmode = pet_normal;
268 p->listening = 10; 276 p->listening = 10;
269 p->usekeys = containers; 277 p->usekeys = containers;
270 p->last_weapon_sp = -1; 278 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 280 p->do_los = 1;
273 p->explore = 0; 281 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
275 283
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 284 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 285 op->race = op->arch->clone.race;
279 286
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 288
282 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
300 p->socket.look_position = 0; 307 p->socket.look_position = 0;
301 return p; 308 return p;
302} 309}
303 310
304/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
305static void set_first_map(object *op) 313set_first_map (object *op)
306{ 314{
307 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 316 op->x = -1;
309 op->y = -1; 317 op->y = -1;
310 enter_exit(op, NULL); 318 enter_exit (op, NULL);
311} 319}
312 320
313/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
315 * mode. 323 * mode.
316 */ 324 */
317 325
326int
318int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
319 player *p; 329 player *p;
320 330
321 p=get_player(NULL); 331 p = get_player (NULL);
322 p->socket = *ns; 332 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL) 334 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 335 fatal (OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared. 337 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data 338 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket. 339 * on the uncoming socket.
330 */ 340 */
331 p->socket.inbuf.len = 0; 341 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 342 set_first_map (p->ob);
333 343
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 345 add_friendly_object (p->ob);
336 send_rules(p->ob); 346 send_rules (p->ob);
337 send_news(p->ob); 347 send_news (p->ob);
338 display_motd(p->ob); 348 display_motd (p->ob);
339 get_name(p->ob); 349 get_name (p->ob);
340 return 0; 350 return 0;
341} 351}
342 352
343/* 353/*
344 * get_player_archetype() return next player archetype from archetype 354 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 355 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 356 * Note: there MUST be at least one player archetype!
347 */ 357 */
358archetype *
348archetype *get_player_archetype(archetype* at) 359get_player_archetype (archetype *at)
349{ 360{
350 archetype *start = at; 361 archetype *start = at;
362
351 for (;;) { 363 for (;;)
364 {
352 if (at==NULL || at->next==NULL) 365 if (at == NULL || at->next == NULL)
353 at=first_archetype; 366 at = first_archetype;
354 else 367 else
355 at=at->next; 368 at = at->next;
356 if(at->clone.type==PLAYER) 369 if (at->clone.type == PLAYER)
357 return at; 370 return at;
358 if (at == start) { 371 if (at == start)
372 {
359 LOG (llevError, "No Player archetypes\n"); 373 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 374 exit (-1);
361 } 375 }
362 } 376 }
363} 377}
364 378
365 379
380object *
366object *get_nearest_player(object *mon) { 381get_nearest_player (object *mon)
382{
367 object *op = NULL; 383 object *op = NULL;
368 player *pl = NULL; 384 player *pl = NULL;
369 objectlink *ol; 385 objectlink *ol;
370 unsigned lastdist; 386 unsigned lastdist;
371 rv_vector rv; 387 rv_vector rv;
372 388
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390 {
374 /* We should not find free objects on this friendly list, but it 391 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 392 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 393 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 394 * list is also free, so encapsulate this in a while loop.
378 */ 395 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
380 object *tmp=ol->ob; 398 object *tmp = ol->ob;
381 399
382 /* Can't do much more other than log the fact, because the object 400 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 401 * itself will have been cleared.
384 */ 402 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 404 ol = ol->next;
387 remove_friendly_object(tmp); 405 remove_friendly_object (tmp);
406 if (!ol)
388 if (!ol) return op; 407 return op;
389 } 408 }
390 409
391 /* Remove special check for player from this. First, it looks to cause 410 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 412 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 413 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 414 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 415 * on_same_map check, as can_detect_enemy also does this
397 */ 416 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 417 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 418 continue;
400 419
401 if(lastdist>rv.distance) { 420 if (lastdist > rv.distance)
421 {
402 op=ol->ob; 422 op = ol->ob;
403 lastdist=rv.distance; 423 lastdist = rv.distance;
404 } 424 }
405 } 425 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 426 for (pl = first_player; pl != NULL; pl = pl->next)
427 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 428 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
408 430
409 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
410 op=pl->ob; 433 op = pl->ob;
411 lastdist=rv.distance; 434 lastdist = rv.distance;
412 } 435 }
413 } 436 }
414 } 437 }
415#if 0 438#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 440#endif
418 return op; 441 return op;
419} 442}
420 443
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 444/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 445 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 446 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 483 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 484 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 485 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 486 * is blocking itself.
464 */ 487 */
488int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 489path_to_player (object *mon, object *pl, unsigned mindiff)
490{
466 rv_vector rv; 491 rv_vector rv;
467 sint16 x,y; 492 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 494 mapstruct *m, *lastmap;
470 495
471 get_rangevector(mon, pl, &rv, 0); 496 get_rangevector (mon, pl, &rv, 0);
472 497
473 if (rv.distance<mindiff) return 0; 498 if (rv.distance < mindiff)
499 return 0;
474 500
475 x=mon->x; 501 x = mon->x;
476 y=mon->y; 502 y = mon->y;
477 m=mon->map; 503 m = mon->map;
478 dir = rv.direction; 504 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */ 507 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 508 if (diff > max)
509 return 0;
483 while (diff >1 && max>0) { 510 while (diff > 1 && max > 0)
511 {
484 lastx = x; 512 lastx = x;
485 lasty = y; 513 lasty = y;
486 lastmap = m; 514 lastmap = m;
487 x = lastx + freearr_x[dir]; 515 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 516 y = lasty + freearr_y[dir];
489 517
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 518 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 520
493 /* Space is blocked - try changing direction a little */ 521 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 522 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 523 && (m == mon->map && blocked_link (mon, m, x, y))))
524 {
496 /* recalculate direction from last good location. Possible 525 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 526 * we were not traversing ideal location before.
498 */ 527 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 529 if (rv.direction != dir)
530 {
501 /* OK - says direction should be different - lets reset the 531 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 532 * the values so it will try again.
503 */ 533 */
504 x = lastx; 534 x = lastx;
505 y = lasty; 535 y = lasty;
506 m = lastmap; 536 m = lastmap;
507 dir = firstdir = rv.direction; 537 dir = firstdir = rv.direction;
538 }
508 } else { 539 else
540 {
509 /* direct path is blocked - try taking a side step to 541 /* direct path is blocked - try taking a side step to
510 * either the left or right. 542 * either the left or right.
511 * Note increase the values in the loop below to be 543 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 544 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 545 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 546 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 547 * stepping back and forth
516 */ 548 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 {
551 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 552 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 553 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 554 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 555 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 556 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 557 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 558 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 559 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 560 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 561 * the last direction the creature has successfully
528 * moved. 562 * moved.
529 */ 563 */
530 564
531 x = lastx + freearr_x[absdir(lastdir+i)]; 565 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 566 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 567 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 569 if (mflags & P_OUT_OF_MAP)
570 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 571 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 572 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 574 if (mflags & P_BLOCKSVIEW)
575 continue;
539 576
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 577 if (m == mon->map && blocked_link (mon, m, x, y))
578 break;
541 } 579 }
542 /* go through entire loop without finding a valid 580 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 581 * sidestep to take - thus, no valid path.
544 */ 582 */
545 if (i==(DETOUR_AMOUNT+1)) 583 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 584 return 0;
547 diff--; 585 diff--;
548 lastdir=dir; 586 lastdir = dir;
549 max--; 587 max--;
550 if (!firstdir) firstdir = dir+i; 588 if (!firstdir)
589 firstdir = dir + i;
551 } /* else check alternate directions */ 590 } /* else check alternate directions */
552 } /* if blocked */ 591 } /* if blocked */
553 else { 592 else
593 {
554 /* we moved towards creature, so diff is less */ 594 /* we moved towards creature, so diff is less */
555 diff--; 595 diff--;
556 max--; 596 max--;
557 lastdir=dir; 597 lastdir = dir;
598 if (!firstdir)
558 if (!firstdir) firstdir = dir; 599 firstdir = dir;
600 }
601 if (diff <= 1)
559 } 602 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 603 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 604 * headed toward player for entire distance.
563 */ 605 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 608 }
567 if (diff>max) return 0; 609 if (diff > max)
610 return 0;
568 } 611 }
569 /* If we reached the max, didn't find a direction in time */ 612 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 613 if (!max)
614 return 0;
571 615
572 return firstdir; 616 return firstdir;
573} 617}
574 618
619void
575void give_initial_items(object *pl,treasurelist *items) { 620give_initial_items (object *pl, treasurelist * items)
621{
576 object *op,*next=NULL; 622 object *op, *next = NULL;
577 623
578 if(pl->randomitems!=NULL) 624 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 626
581 for (op=pl->inv; op; op=next) { 627 for (op = pl->inv; op; op = next)
628 {
582 next = op->below; 629 next = op->below;
583 630
584 /* Forces get applied per default, unless they have the 631 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 632 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 633 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 635 SET_FLAG (op, FLAG_APPLIED);
589 636
590 /* we never give weapons/armour if these cannot be used 637 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 638 * by this player due to race restrictions
592 */ 639 */
593 if (pl->type == PLAYER) { 640 if (pl->type == PLAYER)
641 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 643 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 644 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 645 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 647 {
600 remove_ob (op); 648 remove_ob (op);
601 free_object (op); 649 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 650 continue;
624 } 651 }
625 if (op->nrof > 1) op->nrof = 1; 652 }
653
654 /* This really needs to be better - we should really give
655 * a substitute spellbook. The problem is that we don't really
656 * have a good idea what to replace it with (need something like
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */
660 if (op->type == SPELLBOOK || op->type == SKILL)
626 } 661 {
662 object *tmp;
627 663
664 for (tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 }
675 if (op->nrof > 1)
676 op->nrof = 1;
677 }
678
628 if (op->type == SPELLBOOK && op->inv) { 679 if (op->type == SPELLBOOK && op->inv)
680 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 682 }
631 683
632 /* Give starting characters identified, uncursed, and undamned 684 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 685 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 686 * merged properly.
635 */ 687 */
636 if (need_identify(op)) { 688 if (need_identify (op))
689 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 690 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 691 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 692 CLEAR_FLAG (op, FLAG_DAMNED);
693 }
694 if (op->type == SPELL)
640 } 695 {
641 if(op->type==SPELL) {
642 remove_ob(op); 696 remove_ob (op);
643 free_object(op); 697 free_object (op);
644 continue; 698 continue;
699 }
700 else if (op->type == SKILL)
645 } 701 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 702 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 703 op->stats.exp = 0;
649 op->level = 1; 704 op->level = 1;
650 } 705 }
651 /* lock all 'normal items by default */ 706 /* lock all 'normal items by default */
707 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 708 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 709 } /* for loop of objects in player inv */
654 710
655 /* Need to set up the skill pointers */ 711 /* Need to set up the skill pointers */
656 link_player_skills(pl); 712 link_player_skills (pl);
657} 713}
658 714
715void
659void get_name(object *op) { 716get_name (object *op)
717{
660 op->contr->write_buf[0]='\0'; 718 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 719 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 720 send_query (&op->contr->socket, 0, "What is your name?\n:");
663} 721}
664 722
723void
665void get_password(object *op) { 724get_password (object *op)
725{
666 op->contr->write_buf[0]='\0'; 726 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 727 op->contr->state = ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
669} 729}
670 730
731void
671void play_again(object *op) 732play_again (object *op)
672{ 733{
673 op->contr->state=ST_PLAY_AGAIN; 734 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 735 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th 737 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll 738 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 739 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 740 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 741 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all 742 * to leave it to play_again to remove the object in all
682 * cases. 743 * cases.
683 */ 744 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 745 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 746 remove_ob (op);
686 /* Need to set this to null - otherwise, it could point to garbage, 747 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if 748 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out. 749 * the map is null or not swapped out.
689 */ 750 */
690 op->map = NULL; 751 op->map = NULL;
691} 752}
692 753
693 754int
694int receive_play_again(object *op, char key) 755receive_play_again (object *op, char key)
695{ 756{
696 if(key=='q'||key=='Q') { 757 if (key == 'q' || key == 'Q')
758 {
697 remove_friendly_object(op); 759 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 760 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 761 return 2;
700 } 762 }
701 else if(key=='a'||key=='A') { 763 else if (key == 'a' || key == 'A')
764 {
702 player *pl = op->contr; 765 player *pl = op->contr;
703 shstr name = op->name; 766 shstr name = op->name;
704 767
705 remove_friendly_object(op); 768 op->contr = 0;
706 free_object(op); 769 op->type = 0;
770 op->free (1);
707 pl = get_player(pl); 771 pl = get_player (pl);
708 op = pl->ob; 772 op = pl->ob;
709 add_friendly_object(op); 773 add_friendly_object (op);
710 op->contr->password[0]='~'; 774 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 775 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 776 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 778 get_name (op);
715 op->name = op->name_pl = name; 779 op->name = op->name_pl = name;
716 set_first_map(op); 780 set_first_map (op);
717 } else { 781 }
782 else
718 /* user pressed something else so just ask again... */ 783 /* user pressed something else so just ask again... */
719 play_again(op); 784 play_again (op);
720 } 785
721 return 0; 786 return 0;
722} 787}
723 788
789void
724void confirm_password(object *op) { 790confirm_password (object *op)
791{
725 792
726 op->contr->write_buf[0]='\0'; 793 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 794 op->contr->state = ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729} 796}
730 797
798void
731void get_party_password(object *op, partylist *party) { 799get_party_password (object *op, partylist *party)
800{
732 if (party == NULL) { 801 if (party == NULL)
802 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 804 return;
735 } 805 }
736 op->contr->write_buf[0]='\0'; 806 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 807 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 808 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 810}
741 811
742 812
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int
744int roll_stat(void) { 815roll_stat (void)
816{
745 int a[4],i,j,k; 817 int a[4], i, j, k;
746 818
747 for(i=0;i<4;i++) 819 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 820 a[i] = (int) RANDOM () % 6 + 1;
749 821
750 for(i=0,j=0,k=7;i<4;i++) 822 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 823 if (a[i] < k)
752 k=a[i],j=i; 824 k = a[i], j = i;
753 825
754 for(i=0,k=0;i<4;i++) { 826 for (i = 0, k = 0; i < 4; i++)
827 {
755 if(i!=j) 828 if (i != j)
756 k+=a[i]; 829 k += a[i];
757 } 830 }
758 return k; 831 return k;
759} 832}
760 833
834void
761void roll_stats(object *op) { 835roll_stats (object *op)
836{
762 int sum=0; 837 int sum = 0;
763 int i = 0, j = 0; 838 int i = 0, j = 0;
764 int statsort[7]; 839 int statsort[7];
765 840
841 do
766 do { 842 {
767 op->stats.Str=roll_stat(); 843 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 844 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 845 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 846 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 847 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 848 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 849 op->stats.Cha = roll_stat ();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 851 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 852 while (sum < 82 || sum > 116);
778 853
779 /* Sort the stats so that rerolling is easier... */ 854 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 855 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 856 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 857 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 858 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 859 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 860 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 861 statsort[6] = op->stats.Cha;
787 862
788 /* a quick and dirty bubblesort? */ 863 /* a quick and dirty bubblesort? */
864 do
789 do { 865 {
790 if (statsort[i] < statsort[i + 1]) { 866 if (statsort[i] < statsort[i + 1])
867 {
791 j = statsort[i]; 868 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 869 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 870 statsort[i + 1] = j;
794 i = 0; 871 i = 0;
872 }
795 } else { 873 else
874 {
796 i++; 875 i++;
797 } 876 }
877 }
798 } while (i < 6); 878 while (i < 6);
799 879
800 op->stats.Str = statsort[0]; 880 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 881 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 882 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 883 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 884 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 885 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 886 op->stats.Cha = statsort[6];
807 887
808 888
809 op->contr->orig_stats.Str=op->stats.Str; 889 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 890 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 891 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 892 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 893 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 894 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 895 op->contr->orig_stats.Cha = op->stats.Cha;
816 896
817 op->level=1; 897 op->level = 1;
818 op->stats.exp=0; 898 op->stats.exp = 0;
819 op->stats.ac=0; 899 op->stats.ac = 0;
820 900
821 op->contr->levhp[1] = 9; 901 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 902 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 903 op->contr->levgrace[1] = 3;
824 904
825 fix_player(op); 905 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 906 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 907 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 908 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 909 op->contr->orig_stats = op->stats;
830} 910}
831 911
912void
832void Roll_Again(object *op) 913Roll_Again (object *op)
833{ 914{
834 esrv_new_player(op->contr, 0); 915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 918}
837 919
920void
838void Swap_Stat(object *op,int Swap_Second) 921Swap_Stat (object *op, int Swap_Second)
839{ 922{
840 signed char tmp; 923 signed char tmp;
841 char buf[MAX_BUF]; 924 char buf[MAX_BUF];
842 925
843 if ( op->contr->Swap_First == -1 ) { 926 if (op->contr->Swap_First == -1)
927 {
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
847 return; 931 return;
848 } 932 }
849 933
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
851 935
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 937
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 939
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 941 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 942 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 943 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 944 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 945 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 946 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 947 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 948 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 949 op->stats.ac = 0;
867 950
868 op->level=1; 951 op->level = 1;
869 op->stats.exp=0; 952 op->stats.exp = 0;
870 op->stats.ac=0; 953 op->stats.ac = 0;
871 954
872 op->contr->levhp[1] = 9; 955 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 956 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 957 op->contr->levgrace[1] = 3;
875 958
876 fix_player(op); 959 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 962 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 963 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 964 op->contr->Swap_First = -1;
882} 965}
883 966
884 967
885/* This code has been greatly reduced, because with set_attr_value 968/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 969 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 970 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats 971 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how 972 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation. 973 * the number's access that stat. The table does that translation.
891 */ 974 */
975int
892int key_roll_stat(object *op, char key) 976key_roll_stat (object *op, char key)
893{ 977{
894 int keynum = key -'0'; 978 int keynum = key - '0';
895 char buf[MAX_BUF]; 979 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
897 981
898 if (keynum>0 && keynum<=7) { 982 if (keynum > 0 && keynum <= 7)
983 {
899 if (op->contr->Swap_First==-1) { 984 if (op->contr->Swap_First == -1)
985 {
900 op->contr->Swap_First=stat_trans[keynum]; 986 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 988 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 989 }
904 else 990 else
905 Swap_Stat(op,stat_trans[keynum]); 991 Swap_Stat (op, stat_trans[keynum]);
906 992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1028 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1029
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1030 case 'q':
935 case 'Y': 1031 case 'Q':
936 roll_stats(op); 1032 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1033 return 1;
939 1034
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1035 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
947 return 0; 1037 return 0;
948 } 1038 }
949 return 0; 1039 return 0;
950} 1040}
951 1041
952/* This function takes the key that is passed, and does the 1042/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1043 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1044 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1045 * separate race and class; this actually changes the RACE,
956 * not the class. 1046 * not the class.
957 */ 1047 */
958 1048
1049int
959int key_change_class(object *op, char key) 1050key_change_class (object *op, char key)
960{ 1051{
961 int tmp_loop; 1052 int tmp_loop;
962 1053
963 if(key=='q'||key=='Q') { 1054 if (key == 'q' || key == 'Q')
1055 {
964 remove_ob(op); 1056 remove_ob (op);
965 play_again(op); 1057 play_again (op);
966 return 0; 1058 return 0;
967 } 1059 }
968 if(key=='d'||key=='D') { 1060 if (key == 'd' || key == 'D')
1061 {
969 char buf[MAX_BUF]; 1062 char buf[MAX_BUF];
970 1063
971 /* this must before then initial items are given */ 1064 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1065 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
974 1067
975 INVOKE_PLAYER (BIRTH, op->contr); 1068 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1069 INVOKE_PLAYER (LOGIN, op->contr);
977 1070
978 op->contr->state=ST_PLAYING; 1071 op->contr->state = ST_PLAYING;
979 1072
980 if (op->msg) 1073 if (op->msg)
981 op->msg=NULL; 1074 op->msg = NULL;
982 1075
983 /* We create this now because some of the unique maps will need it 1076 /* We create this now because some of the unique maps will need it
984 * to save here. 1077 * to save here.
985 */ 1078 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1080 make_path_to_file (buf);
988 1081
989#ifdef AUTOSAVE 1082#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1083 op->contr->last_save_tick = pticks;
991#endif 1084#endif
992 start_info(op); 1085 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1086 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1087 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1088 link_player_skills (op);
996 esrv_send_inventory(op, op); 1089 esrv_send_inventory (op, op);
997 fix_player(op); 1090 fix_player (op);
998 1091
999 /* This moves the player to a different start map, if there 1092 /* This moves the player to a different start map, if there
1000 * is one for this race 1093 * is one for this race
1001 */ 1094 */
1002 if(*first_map_ext_path) { 1095 if (*first_map_ext_path)
1096 {
1003 object *tmp; 1097 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1098 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1099
1007 first_map_ext_path, &op->arch->name); 1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1101 tmp = get_object ();
1009 EXIT_PATH(tmp) = mapname; 1102 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1103 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1104 EXIT_Y (tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded; 1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the 1106 * if the map isn't there, then stay on the
1014 * default initial map */ 1107 * default initial map */
1015 free_object(tmp); 1108 free_object (tmp);
1109 }
1016 } else { 1110 else
1111 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1112 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1113 }
1019 return 0; 1114 return 0;
1020 } 1115 }
1021 1116
1022 /* Following actually changes the race - this is the default command 1117 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1118 * if we don't match with one of the options above.
1024 */ 1119 */
1025 1120
1026 tmp_loop = 0; 1121 tmp_loop = 0;
1027 while(!tmp_loop) { 1122 while (!tmp_loop)
1123 {
1028 shstr name = op->name; 1124 shstr name = op->name;
1029 int x = op->x, y = op->y; 1125 int x = op->x, y = op->y;
1126
1030 remove_statbonus(op); 1127 remove_statbonus (op);
1031 remove_ob (op); 1128 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch); 1129 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1130 copy_object (&op->arch->clone, op);
1034 op->instantiate (); 1131 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1132 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1133 op->name = op->name_pl = name;
1037 op->x = x; 1134 op->x = x;
1038 op->y = y; 1135 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1136 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1137 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1138 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1139 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1140 tmp_loop = allowed_class (op);
1045 } 1141 }
1142
1046 update_object(op,UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1144 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1145 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1146 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1147 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1148 op->stats.grace = 0;
1149
1052 if (op->msg) 1150 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0; 1154 return 0;
1056} 1155}
1057 1156
1157int
1058int key_confirm_quit(object *op, char key) 1158key_confirm_quit (object *op, char key)
1059{ 1159{
1060 char buf[MAX_BUF]; 1160 char buf[MAX_BUF];
1061 1161
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1063 op->contr->state=ST_PLAYING; 1164 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1166 return 1;
1066 } 1167 }
1067 1168
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1169 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1170 INVOKE_PLAYER (QUIT, op->contr);
1070 1171
1071 terminate_all_pets(op); 1172 terminate_all_pets (op);
1072 leave_map(op); 1173 leave_map (op);
1073 op->direction=0; 1174 op->direction = 0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1075 "%s quits the game.", &op->name);
1076 1176
1077 strcpy(op->contr->killer,"quit"); 1177 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1178 check_score (op);
1079 op->contr->party=NULL; 1179 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1180 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1181 op->contr->own_title[0] = '\0';
1082 1182
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1084 mapstruct *mp, *next; 1185 mapstruct *mp, *next;
1085 1186
1086 /* We need to hunt for any per player unique maps in memory and 1187 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional, 1188 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname 1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */ 1190 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1092 next = mp->next; 1194 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1195 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1196 delete_map (mp);
1095 }
1096 1197 }
1198
1097 delete_character(op->name, 1); 1199 delete_character (op->name, 1);
1098 } 1200 }
1201
1099 play_again(op); 1202 play_again (op);
1100 return 1; 1203 return 1;
1101} 1204}
1102 1205
1206void
1103void flee_player(object *op) { 1207flee_player (object *op)
1208{
1104 int dir,diff; 1209 int dir, diff;
1105 rv_vector rv; 1210 rv_vector rv;
1106 1211
1107 if(op->stats.hp < 0) { 1212 if (op->stats.hp < 0)
1213 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1214 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1215 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1216 return;
1111 } 1217 }
1112 1218
1113 if(op->enemy==NULL) { 1219 if (op->enemy == NULL)
1220 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1221 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1222 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1223 return;
1117 } 1224 }
1118 1225
1119 /* Seen some crashes here. Since we don't store an 1226 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1227 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1228 * actual enemy, and the object is recycled.
1122 */ 1229 */
1123 if (op->enemy->map == NULL) { 1230 if (op->enemy->map == NULL)
1231 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1232 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1233 op->enemy = NULL;
1126 return; 1234 return;
1127 } 1235 }
1128 1236
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1130 op->enemy=NULL; 1239 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1240 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1241 return;
1133 } 1242 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1243 get_rangevector (op, op->enemy, &rv, 0);
1135 1244
1136 dir=absdir(4+rv.direction); 1245 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1246 for (diff = 0; diff < 3; diff++)
1247 {
1138 int m=1-(RANDOM()&2); 1248 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1249
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1141 return;
1142 } 1251 {
1252 return;
1253 }
1143 } 1254 }
1144 /* Cornered, get rid of scared */ 1255 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1256 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1257 op->enemy = NULL;
1147} 1258}
1148 1259
1149 1260
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1261/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 1262 * IT returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1263 * stop.
1153 */ 1264 */
1265int
1154int check_pick(object *op) { 1266check_pick (object *op)
1267{
1155 object *tmp, *next; 1268 object *tmp, *next;
1156 tag_t next_tag=0, op_tag; 1269 tag_t next_tag = 0, op_tag;
1157 int stop = 0; 1270 int stop = 0;
1158 int j, k, wvratio; 1271 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1272 char putstring[128], tmpstr[16];
1160 1273
1161 1274
1169 if (next) 1282 if (next)
1170 next_tag = next->count; 1283 next_tag = next->count;
1171 1284
1172 /* loop while there are items on the floor that are not marked as 1285 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1286 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1287 while (next && !was_destroyed (next, next_tag))
1175 { 1288 {
1176 tmp = next; 1289 tmp = next;
1177 next = tmp->below; 1290 next = tmp->below;
1178 if (next) 1291 if (next)
1179 next_tag = next->count; 1292 next_tag = next->count;
1180 1293
1181 if (was_destroyed (op, op_tag)) 1294 if (was_destroyed (op, op_tag))
1182 return 0; 1295 return 0;
1183 1296
1184 if ( ! can_pick (op, tmp)) 1297 if (!can_pick (op, tmp))
1185 continue; 1298 continue;
1186 1299
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1301 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1302 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1303 pick_up (op, tmp);
1191 continue; 1304 continue;
1192 } 1305 }
1193 1306
1194 /* high not bit set? We're using the old autopickup model */ 1307 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1308 if (!(op->contr->mode & PU_NEWMODE))
1309 {
1196 switch (op->contr->mode) { 1310 switch (op->contr->mode)
1311 {
1312 case 0:
1197 case 0: return 1; /* don't pick up */ 1313 return 1; /* don't pick up */
1314 case 1:
1198 case 1: pick_up (op, tmp); 1315 pick_up (op, tmp);
1199 return 1; 1316 return 1;
1317 case 2:
1200 case 2: pick_up (op, tmp); 1318 pick_up (op, tmp);
1201 return 0; 1319 return 0;
1320 case 3:
1202 case 3: return 0; /* stop before pickup */ 1321 return 0; /* stop before pickup */
1322 case 4:
1203 case 4: pick_up (op, tmp); 1323 pick_up (op, tmp);
1204 break; 1324 break;
1325 case 5:
1205 case 5: pick_up (op, tmp); 1326 pick_up (op, tmp);
1206 stop = 1; 1327 stop = 1;
1207 break; 1328 break;
1208 case 6: 1329 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1331 pick_up (op, tmp);
1212 break; 1332 break;
1213 1333
1214 case 7: 1334 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1335 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1336 pick_up (op, tmp);
1217 break; 1337 break;
1218 1338
1219 default: 1339 default:
1220 /* use value density */ 1340 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1343 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1344 }
1253 } 1345 }
1254 } 1346 else
1347 { /* old model */
1348 /* NEW pickup handling */
1349 if (op->contr->mode & PU_DEBUG)
1350 {
1351 /* some debugging code to figure out item information */
1352 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1256 1373
1257#if 0 1374#if 0
1258 /* print the flags too */ 1375 /* print the flags too */
1259 for(k=0;k<4;k++) 1376 for (k = 0; k < 4; k++)
1260 { 1377 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1379 for (j = 0; j < 32; j++)
1263 { 1380 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1382 if (!((j + 1) % 4))
1266 } 1383 fprintf (stderr, " ");
1384 }
1267 fprintf(stderr," [%d]\n", k*32); 1385 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1386 }
1269#endif 1387#endif
1270 } 1388 }
1271 /* philosophy: 1389 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's 1390 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups 1391 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1392 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for 1393 * grab-as-you-run type mode that's really useful for arrows for
1276 * example. 1394 * example.
1277 * The drawback: right now it has no frontend, so you need to 1395 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then 1396 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#> 1397 * convert to decimal and then 'pickup <#>
1280 */ 1398 */
1281 1399
1282 /* the first two modes are exclusive: if NOTHING we return, if 1400 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1401 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1402 * meaning if any test passes, the item gets picked up. */
1285 1403
1286 /* if mode is set to pick nothing up, return */ 1404 /* if mode is set to pick nothing up, return */
1287 1405
1288 if(op->contr->mode & PU_NOTHING) return 1; 1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1289 1408
1290 /* if mode is set to stop when encountering objects, return */ 1409 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1410 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1411 * anything up */
1293 1412
1294 if(op->contr->mode & PU_STOP) return 0; 1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1295 1415
1296 /* useful for going into stores and not losing your settings... */ 1416 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while 1417 /* and for battles wher you don't want to get loaded down while
1298 * fighting */ 1418 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1300 1421
1301 /* prevent us from turning into auto-thieves :) */ 1422 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1303 1425
1304 /* ignore known cursed objects */ 1426 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1428 continue;
1306 1429
1307 /* all food and drink if desired */ 1430 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1431 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1432 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1433 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue;
1439 }
1312 if(op->contr->mode & PU_DRINK) 1440 if (op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1442 {
1443 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue;
1447 }
1315 1448
1316 if(op->contr->mode & PU_POTION) 1449 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1450 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1451 {
1452 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue;
1456 }
1319 1457
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1458 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1459 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1460 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue;
1466 }
1324 if(op->contr->mode & PU_SKILLSCROLL) 1467 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1468 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue;
1474 }
1327 if(op->contr->mode & PU_READABLES) 1475 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1477 {
1478 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue;
1482 }
1330 1483
1331 /* wands/staves/rods/horns */ 1484 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1487 {
1488 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue;
1492 }
1335 1493
1336 /* pick up all magical items */ 1494 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1495 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1497 {
1498 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue;
1502 }
1340 1503
1341 if(op->contr->mode & PU_VALUABLES) 1504 if (op->contr->mode & PU_VALUABLES)
1342 { 1505 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1506 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1507 {
1345 } 1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue;
1512 }
1513 }
1346 1514
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1515 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1516 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1517 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1518 {
1519 pick_up (op, tmp);
1520 if (0)
1521 fprintf (stderr, "JEWELS\n");
1522 continue;
1523 }
1351 1524
1352 /* bows and arrows. Bows are good for selling! */ 1525 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1526 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1527 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue;
1533 }
1356 if(op->contr->mode & PU_ARROW) 1534 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1535 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1536 {
1537 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue;
1541 }
1359 1542
1360 /* all kinds of armor etc. */ 1543 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1544 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1545 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue;
1551 }
1364 if(op->contr->mode & PU_HELMET) 1552 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1553 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue;
1559 }
1367 if(op->contr->mode & PU_SHIELD) 1560 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1561 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue;
1567 }
1370 if(op->contr->mode & PU_BOOTS) 1568 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1569 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue;
1575 }
1373 if(op->contr->mode & PU_GLOVES) 1576 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1577 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1376 if(op->contr->mode & PU_CLOAK) 1584 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1585 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1586 {
1587 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue;
1591 }
1379 1592
1380 /* hoping to catch throwing daggers here */ 1593 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1594 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1596 {
1597 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue;
1601 }
1384 1602
1385 /* careful: chairs and tables are weapons! */ 1603 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1604 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1605 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1606 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1607 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1610 {
1393 } 1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1617 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1618 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1620 {
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1621 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1399 } 1627 }
1400 }
1401 1628
1402 /* misc stuff that's useful */ 1629 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1630 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1632 {
1633 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue;
1637 }
1406 1638
1407 /* any of the last 4 bits set means we use the ratio for value 1639 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */ 1640 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1641 if (op->contr->mode & PU_RATIO)
1410 { 1642 {
1411 /* use value density to decide what else to grab */ 1643 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1644 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits 1645 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1648 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1417 { 1649 {
1418 pick_up(op, tmp); 1650 pick_up (op, tmp);
1419#if 0 1651#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1653 if (tmp->name != NULL)
1654 {
1422 fprintf(stderr,"%s", tmp->name); 1655 fprintf (stderr, "%s", tmp->name);
1423 } 1656 }
1657 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1658 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1659 fprintf (stderr, ",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1427#endif 1661#endif
1428 continue; 1662 continue;
1663 }
1429 } 1664 }
1665 } /* the new pickup model */
1430 } 1666 }
1431 } /* the new pickup model */
1432 }
1433 return ! stop; 1667 return !stop;
1434} 1668}
1435 1669
1436/* 1670/*
1437 * Find an arrow in the inventory and after that 1671 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1672 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1673 * found object is returned.
1440 */ 1674 */
1675object *
1441object *find_arrow(object *op, const char *type) 1676find_arrow (object *op, const char *type)
1442{ 1677{
1443 object *tmp = NULL; 1678 object *tmp = NULL;
1444 1679
1445 for(op=op->inv; op; op=op->below) 1680 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1682 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1683 else if (op->type == ARROW && op->race == type)
1450 return op; 1684 return op;
1451 return tmp; 1685 return tmp;
1452} 1686}
1453 1687
1454/* 1688/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test 1690 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down 1691 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow. 1692 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1693 */
1460 1694
1695object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1696find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1697{
1463 object *tmp = NULL, *arrow, *ntmp; 1698 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1699 int attacknum, attacktype, betterby = 0, i;
1465 1700
1466 if (!type) 1701 if (!type)
1467 return NULL; 1702 return NULL;
1468 1703
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1704 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1705 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707 {
1472 i = 0; 1708 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1709 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1710 if (i > betterby)
1711 {
1475 tmp = ntmp; 1712 tmp = ntmp;
1476 betterby = i; 1713 betterby = i;
1477 } 1714 }
1715 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1716 else if (arrow->type == ARROW && arrow->race == type)
1717 {
1479 /* allways prefer assasination/slaying */ 1718 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1720 {
1482 if (arrow->attacktype & AT_DEATH) { 1721 if (arrow->attacktype & AT_DEATH)
1722 {
1483 *better = 100; 1723 *better = 100;
1484 return arrow; 1724 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1725 }
1489 } else { 1726 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1727 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1728 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1729 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1730 }
1506 } 1731 }
1732 else
1733 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 {
1736 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1739 {
1740 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1742 }
1743 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = 2 + arrow->magic + arrow->stats.dam;
1748 }
1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750 {
1751 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 }
1507 } 1754 }
1755 }
1508 } 1756 }
1509 if (tmp == NULL && arrow == NULL) 1757 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1758 return find_arrow (op, type);
1511 1759
1512 *better = betterby; 1760 *better = betterby;
1513 return tmp; 1761 return tmp;
1514} 1762}
1515 1763
1516/* looks in a given direction, finds the first valid target, and calls 1764/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1765 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1766 * op = the shooter
1519 * type = bow->race 1767 * type = bow->race
1520 * dir = fire direction 1768 * dir = fire direction
1521 */ 1769 */
1522 1770
1771object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1772pick_arrow_target (object *op, const char *type, int dir)
1524{ 1773{
1525 object *tmp = NULL; 1774 object *tmp = NULL;
1526 mapstruct *m; 1775 mapstruct *m;
1527 int i, mflags, found, number; 1776 int i, mflags, found, number;
1528 sint16 x, y; 1777 sint16 x, y;
1529 1778
1530 if (op->map == NULL) 1779 if (op->map == NULL)
1531 return find_arrow(op, type); 1780 return find_arrow (op, type);
1532 1781
1533 /* do a dex check */ 1782 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1783 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1784 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1785 return find_arrow (op, type);
1537 1786
1538 m = op->map; 1787 m = op->map;
1539 x = op->x; 1788 x = op->x;
1540 y = op->y; 1789 y = op->y;
1541 1790
1542 /* find the first target */ 1791 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1792 for (i = 0, found = 0; i < 20; i++)
1793 {
1544 x += freearr_x[dir]; 1794 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1795 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1796 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 {
1548 tmp = NULL; 1799 tmp = NULL;
1800 break;
1801 }
1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption.
1806 */
1807 tmp = NULL;
1808 break;
1809 }
1810 if (mflags & P_IS_ALIVE)
1811 {
1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1549 break; 1819 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1820 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1821 }
1567 if (tmp == NULL) 1822 if (tmp == NULL)
1568 return find_arrow(op, type); 1823 return find_arrow (op, type);
1569 1824
1570 if (tmp->head) 1825 if (tmp->head)
1571 tmp = tmp->head; 1826 tmp = tmp->head;
1572 1827
1573 return find_better_arrow(op, tmp, type, &i); 1828 return find_better_arrow (op, tmp, type, &i);
1574} 1829}
1575 1830
1576/* 1831/*
1577 * Creature fires a bow - op can be monster or player. Returns 1832 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1833 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1836 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1837 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special 1838 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1839 * player fire modes.
1585 */ 1840 */
1841int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1843{
1589 object *left, *bow; 1844 object *left, *bow;
1590 tag_t left_tag, tag; 1845 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1846 int bowspeed, mflags;
1592 mapstruct *m; 1847 mapstruct *m;
1593 1848
1594 if (!dir) { 1849 if (!dir)
1850 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1852 return 0;
1597 } 1853 }
1598 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1855 bow = op->contr->ranges[range_bow];
1600 else { 1856 else
1857 {
1601 for(bow=op->inv; bow; bow=bow->below) 1858 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1859 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1860 * don't need to switch back and forth between bows and weapons.
1604 */ 1861 */
1605 if(bow->type==BOW) 1862 if (bow->type == BOW)
1606 break; 1863 break;
1607 1864
1608 if (!bow) { 1865 if (!bow)
1866 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1868 return 0;
1611 } 1869 }
1612 } 1870 }
1613 if( !bow->race || !bow->skill) { 1871 if (!bow->race || !bow->skill)
1872 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1874 return 0;
1616 } 1875 }
1617 1876
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1878
1620 /* penalize ROF for bestarrow */ 1879 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1882 if (bowspeed < 1)
1624 bowspeed = 1; 1883 bowspeed = 1;
1625 1884
1626 if (arrow == NULL) { 1885 if (arrow == NULL)
1886 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1887 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 {
1628 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1892 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1893 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1894 return 0;
1635 } 1895 }
1636 } 1896 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1898 if (mflags & P_OUT_OF_MAP)
1899 {
1639 return 0; 1900 return 0;
1640 } 1901 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1905 return 0;
1644 } 1906 }
1645 1907
1646 /* this should not happen, but sometimes does */ 1908 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1909 if (arrow->nrof == 0)
1910 {
1648 remove_ob(arrow); 1911 remove_ob (arrow);
1649 free_object(arrow); 1912 free_object (arrow);
1650 return 0; 1913 return 0;
1651 } 1914 }
1652 1915
1653 left = arrow; /* these are arrows left to the player */ 1916 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1917 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1918 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1919 if (arrow == NULL)
1920 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1922 return 0;
1659 } 1923 }
1660 set_owner(arrow, op); 1924 set_owner (arrow, op);
1661 arrow->skill = bow->skill; 1925 arrow->skill = bow->skill;
1662 1926
1663 arrow->direction=dir; 1927 arrow->direction = dir;
1664 arrow->x = sx; 1928 arrow->x = sx;
1665 arrow->y = sy; 1929 arrow->y = sy;
1666 1930
1667 if (op->type == PLAYER) { 1931 if (op->type == PLAYER)
1932 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1934 fix_player (op);
1670 } 1935 }
1671 1936
1672 SET_ANIMATION(arrow, arrow->direction); 1937 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1939 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1940 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1941 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1942 arrow->spellarg = strdup_local (arrow->slaying);
1678 1943
1679 /* Note that this was different for monsters - they got their level 1944 /* Note that this was different for monsters - they got their level
1680 * added to the damage. I think the strength bonus is more proper. 1945 * added to the damage. I think the strength bonus is more proper.
1681 */ 1946 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1687 /* update the speed */ 1950 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) + 1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1953
1693 if (arrow->speed < 1.0) 1954 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1955 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1956 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1957 arrow->speed_left = 0;
1697 1958
1698 if (op->type == PLAYER) { 1959 if (op->type == PLAYER)
1960 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1964
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1966 }
1967 else
1968 {
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1707 arrow->stats.wc + wc_mod;
1708 1970
1709 arrow->level = op->level; 1971 arrow->level = op->level;
1710 } 1972 }
1711 if (arrow->attacktype == AT_PHYSICAL) 1973 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1974 arrow->attacktype |= bow->attacktype;
1713 if (bow->slaying != NULL) 1975 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1976 arrow->slaying = bow->slaying;
1715 1977
1716 arrow->map = m; 1978 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1979 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1981
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count; 1983 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1984 insert_ob_in_map (arrow, m, op, 0);
1723 1985
1724 if (!was_destroyed(arrow, tag)) 1986 if (!was_destroyed (arrow, tag))
1725 move_arrow(arrow); 1987 move_arrow (arrow);
1726 1988
1727 if (op->type == PLAYER) { 1989 if (op->type == PLAYER)
1990 {
1728 if (was_destroyed (left, left_tag)) 1991 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag); 1992 esrv_del_item (op->contr, left_tag);
1730 else 1993 else
1731 esrv_send_item(op, left); 1994 esrv_send_item (op, left);
1732 } 1995 }
1733 return 1; 1996 return 1;
1734} 1997}
1735 1998
1736/* Special fire code for players - this takes into 1999/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 2000 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 2001 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 2002 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 2003 * this function should only be called if 'op' is a player,
1741 * hence the function name. 2004 * hence the function name.
1742 */ 2005 */
2006int
1743int player_fire_bow(object *op, int dir) 2007player_fire_bow (object *op, int dir)
1744{ 2008{
1745 int ret=0, wcmod=0; 2009 int ret = 0, wcmod = 0;
1746 2010
1747 if (op->contr->bowtype == bow_bestarrow) { 2011 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 2012 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 2014 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 2018 wcmod = -1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 2020 }
1756 } else if (op->contr->bowtype == bow_threewide) { 2021 else if (op->contr->bowtype == bow_threewide)
2022 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2024 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2025 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 2027 else if (op->contr->bowtype == bow_spreadshot)
2028 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 2032
1765 } else { 2033 }
2034 else
2035 {
1766 /* Simple case */ 2036 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 2038 }
1769 return ret; 2039 return ret;
1770} 2040}
1771 2041
1772 2042
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 2043/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 2044 * Broken apart from 'fire' to keep it more readable.
1775 */ 2045 */
2046void
1776void fire_misc_object(object *op, int dir) 2047fire_misc_object (object *op, int dir)
1777{ 2048{
1778 object *item; 2049 object *item;
1779 2050
1780 if (!op->contr->ranges[range_misc]) { 2051 if (!op->contr->ranges[range_misc])
2052 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 2054 return;
1783 } 2055 }
1784 2056
1785 item = op->contr->ranges[range_misc]; 2057 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2058 if (!item->inv)
2059 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2060 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2061 return;
1789 } 2062 }
1790 if (item->type == WAND) { 2063 if (item->type == WAND)
2064 {
1791 if(item->stats.food<=0) { 2065 if (item->stats.food <= 0)
2066 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2069 return;
1795 } 2070 }
2071 }
1796 } else if (item->type == ROD || item->type==HORN) { 2072 else if (item->type == ROD || item->type == HORN)
2073 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2077 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2079 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2081 return;
1806 } 2082 }
1807 } 2083 }
1808 2084
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2085 if (cast_spell (op, item, dir, item->inv, NULL))
2086 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 2088 if (item->type == WAND)
2089 {
1812 if (!(--item->stats.food)) { 2090 if (!(--item->stats.food))
2091 {
1813 object *tmp; 2092 object *tmp;
2093
1814 if (item->arch) { 2094 if (item->arch)
2095 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2096 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2097 item->face = item->arch->clone.face;
1817 item->speed = 0; 2098 item->speed = 0;
1818 update_ob_speed(item); 2099 update_ob_speed (item);
1819 } 2100 }
1820 if ((tmp=is_player_inv(item))) 2101 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2102 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2103 }
1823 } 2104 }
1824 else if (item->type == ROD || item->type==HORN) { 2105 else if (item->type == ROD || item->type == HORN)
2106 {
1825 drain_rod_charge(item); 2107 drain_rod_charge (item);
1826 } 2108 }
1827 } 2109 }
1828} 2110}
1829 2111
1830/* Received a fire command for the player - go and do it. 2112/* Received a fire command for the player - go and do it.
1831 */ 2113 */
2114void
1832void fire(object *op,int dir) { 2115fire (object *op, int dir)
2116{
1833 int spellcost=0; 2117 int spellcost = 0;
1834 2118
1835 /* check for loss of invisiblity/hide */ 2119 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2120 if (action_makes_visible (op))
2121 make_visible (op);
1837 2122
1838 switch(op->contr->shoottype) { 2123 switch (op->contr->shoottype)
2124 {
1839 case range_none: 2125 case range_none:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir);
2130 return;
2131
2132 case range_magic: /* Casting spells */
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2134 return;
2135
2136 case range_misc:
2137 fire_misc_object (op, dir);
2138 return;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1840 return; 2156 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2157 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
1876 default: 2163 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2165 return;
1879 } 2166 }
1880} 2167}
1881 2168
1882 2169
1883 2170
1890 * inv is the objects inventory to searched 2177 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2178 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2179 * This function can be called recursively to search containers.
1893 */ 2180 */
1894 2181
2182object *
1895object * find_key(object *pl, object *container, object *door) 2183find_key (object *pl, object *container, object *door)
1896{ 2184{
1897 object *tmp,*key; 2185 object *tmp, *key;
1898 2186
1899 /* Should not happen, but sanity checking is never bad */ 2187 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2188 if (container->inv == NULL)
2189 return NULL;
1901 2190
1902 /* First, lets try to find a key in the top level inventory */ 2191 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2194 if (door->type == DOOR && tmp->type == KEY)
2195 break;
1905 /* For sanity, we should really check door type, but other stuff 2196 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2197 * (like containers) can be locked with special keys
1907 */ 2198 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2200 break;
1910 } 2201 }
1911 /* No key found - lets search inventories now */ 2202 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 2203 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 2204 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 2205 * a key, return
1915 */ 2206 */
1916 if (!tmp) { 2207 if (!tmp)
2208 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210 {
1918 /* No reason to search empty containers */ 2211 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2212 if (tmp->type == CONTAINER && tmp->inv)
2213 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2214 if ((key = find_key (pl, tmp, door)) != NULL)
2215 return key;
1921 } 2216 }
1922 } 2217 }
2218 if (!tmp)
1923 if (!tmp) return NULL; 2219 return NULL;
1924 } 2220 }
1925 /* We get down here if we have found a key. Now if its in a container, 2221 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 2222 * see if we actually want to use it
1927 */ 2223 */
1928 if (pl!=container) { 2224 if (pl != container)
2225 {
1929 /* Only let players use keys in containers */ 2226 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2227 if (!pl->contr)
2228 return NULL;
1931 /* cases where this fails: 2229 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2230 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2231 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2232 * If the container is not active, return now since only active
1935 * containers can be used. 2233 * containers can be used.
1936 * If we only search keyrings and the container does not have 2234 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2235 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2236 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2237 * inv must have been an container and must have been active.
1940 * 2238 *
1941 * Change the color so that the message doesn't disappear with 2239 * Change the color so that the message doesn't disappear with
1942 * all the others. 2240 * all the others.
1943 */ 2241 */
1944 if (pl->contr->usekeys == key_inventory || 2242 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2243 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2245 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2248 return NULL;
1953 } 2249 }
1954 } 2250 }
1955 return tmp; 2251 return tmp;
1956} 2252}
1957 2253
1958/* moved door processing out of move_player_attack. 2254/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2255 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2256 * such that the caller should not do anything more,
1961 * 0 otherwise 2257 * 0 otherwise
1962 */ 2258 */
2259static int
1963static int player_attack_door(object *op, object *door) 2260player_attack_door (object *op, object *door)
1964{ 2261{
1965 2262
1966 /* If its a door, try to find a use a key. If we do destroy the door, 2263 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 2264 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 2265 * otherwise, we fall through to the rest of the code.
1969 */ 2266 */
1970 object *key=find_key(op, op, door); 2267 object *key = find_key (op, op, door);
1971 2268
1972 /* IF we found a key, do some extra work */ 2269 /* IF we found a key, do some extra work */
1973 if (key) { 2270 if (key)
2271 {
1974 object *container=key->env; 2272 object *container = key->env;
1975 2273
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 2275 if (action_makes_visible (op))
2276 make_visible (op);
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op);
1979 if (door->type == DOOR) { 2279 if (door->type == DOOR)
2280 {
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 } 2282 }
1982 else if(door->type==LOCKED_DOOR) { 2283 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2284 {
1984 "You open the door with the %s", query_short_name(key)); 2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2(door); /* remove door without violence ;-) */ 2286 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2287 }
1987 /* Do this after we print the message */ 2288 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2289 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2290 /* Need to update the weight the container the key was in */
1990 if (container != op) 2291 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2292 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2293 return 1; /* Nothing more to do below */
2294 }
1993 } else if (door->type==LOCKED_DOOR) { 2295 else if (door->type == LOCKED_DOOR)
2296 {
1994 /* Might as well return now - no other way to open this */ 2297 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2299 return 1;
1997 } 2300 }
1998 return 0; 2301 return 0;
1999} 2302}
2000 2303
2001/* This function is just part of a breakup from move_player. 2304/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2305 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2306 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2307 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2308 * going to try and move (not fire weapons).
2006 */ 2309 */
2007 2310
2311void
2008void move_player_attack(object *op, int dir) 2312move_player_attack (object *op, int dir)
2009{ 2313{
2010 object *tmp, *mon; 2314 object *tmp, *mon;
2011 sint16 nx, ny; 2315 sint16 nx, ny;
2012 int on_battleground; 2316 int on_battleground;
2013 mapstruct *m; 2317 mapstruct *m;
2014 2318
2015 nx=freearr_x[dir]+op->x; 2319 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2320 ny = freearr_y[dir] + op->y;
2017 2321
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2322 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2323
2020 /* If braced, or can't move to the square, and it is not out of the 2324 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 2325 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 2326 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 2327 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2328 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2329 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2330 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2331 * move_ob uses.
2028 */ 2332 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2032 if (!m) return; /* Don't think this should happen */ 2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2033 } 2345 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space
2355 */
2356 while (tmp != NULL)
2357 {
2358 if (tmp == op)
2359 {
2360 tmp = tmp->above;
2361 continue;
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp;
2366 break;
2367 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372
2373 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */
2375
2376 if (mon->head != NULL)
2377 mon = mon->head;
2378
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon))
2381 return;
2382
2383 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them.
2389 */
2390
2391 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive.
2394 */
2395 if ((op->type == PLAYER)
2396#if COZY_SERVER
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2400#else
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 {
2405 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced)
2038 return; 2407 return;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2412 return;
2039 } 2413 }
2040 2414
2041 mon = NULL; 2415 /* in certain circumstances, you shouldn't attack friendly
2042 /* Go through all the objects, and find ones of interest. Only stop if 2416 * creatures. Note that if you are braced, you can't push
2043 * we find a monster - that is something we know we want to attack. 2417 * someone, but put it inside this loop so that you won't
2044 * if its a door or barrel (can roll) see if there may be monsters 2418 * attack them either.
2045 * on the space
2046 */ 2419 */
2047 while (tmp!=NULL) { 2420 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2422#ifdef PROHIBIT_PLAYERKILL
2050 continue; 2423 (op->contr->peaceful
2424 || (mon->type == PLAYER
2425 && mon->contr->
2426 peaceful)) &&
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 {
2432 if (!op->contr->braced)
2433 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op);
2051 } 2436 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2437 else
2053 mon = tmp; 2438 {
2054 break; 2439 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2440 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2441 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2442 make_visible (op);
2058 tmp=tmp->above; 2443 }
2444
2445 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced.
2447 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2059 } 2449 {
2060 2450 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2451 if (action_makes_visible (op))
2062 return; /* into a wall */ 2452 make_visible (op);
2453 }
2063 2454
2064 if(mon->head != NULL) 2455 /* Any generic living creature. Including things like doors.
2065 mon = mon->head; 2456 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen.
2460 */
2066 2461
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 {
2069 2465
2070 /* The following deals with possibly attacking peaceful 2466 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2467 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2468 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2469 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2470 */
2077 2471 if (!op->contr->has_hit)
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2472 {
2118 if (!op->contr->braced) { 2473 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2474
2120 (void) push_ob(mon,dir,op); 2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 } 2476 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2477
2127 /* If the object is a boulder or other rollable object, then 2478 skill_attack (mon, op, 0, NULL, NULL);
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134 2479
2135 /* Any generic living creature. Including things like doors. 2480 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2481 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2482 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2483 * the wiz.
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */ 2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2151 if (!op->contr->has_hit) { 2489 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2490 skill_attack (op, mon, 0, NULL, NULL);
2153 2491 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2492 }
2156 2493 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2494 make_visible (op);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 } 2495 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2496 } /* if player should attack something */
2174} 2497}
2175 2498
2499int
2176int move_player(object *op,int dir) { 2500move_player (object *op, int dir)
2501{
2177 int pick; 2502 int pick;
2178 2503
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2505 return 0;
2506
2507 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9))
2509 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0;
2512 }
2513
2514 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517
2518 op->facing = dir;
2519
2520 if (op->hide)
2521 do_hidden_move (op);
2522
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ;
2525 else if (op->contr->fire_on)
2526 fire (op, dir);
2527 else
2528 {
2529 move_player_attack (op, dir);
2530 pick = check_pick (op);
2531 }
2532
2533 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing.
2535 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir;
2539 }
2540 else
2541 {
2542 op->direction = 0;
2543 }
2544 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities
2546 * for players.
2547 */
2548 animate_object (op, op->facing);
2549 return 0;
2220} 2550}
2221 2551
2222/* This is similar to handle_player, below, but is only used by the 2552/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2553 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2554 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2555 * the new speed values for commands.
2226 * 2556 *
2227 * Returns true if there are more actions we can do. 2557 * Returns true if there are more actions we can do.
2228 */ 2558 */
2559int
2229int handle_newcs_player(object *op) 2560handle_newcs_player (object *op)
2230{ 2561{
2231 if (op->contr->hidden) { 2562 if (op->contr->hidden)
2563 {
2232 op->invisible = 1000; 2564 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2565 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2566 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2567 * alternate it here for it to work correctly.
2236 */ 2568 */
2237 if (pticks & 2) op->invisible--; 2569 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2241 if(!op->invisible) { 2575 if (!op->invisible)
2576 {
2242 make_visible(op); 2577 make_visible (op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2579 }
2245 } 2580 }
2246 2581
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2248 flee_player(op); 2584 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2585 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2251 op->speed_left--; 2588 op->speed_left--;
2252 return 0; 2589 return 0;
2253 } 2590 }
2254 } 2591 }
2255 2592
2256 /* I've been seeing crashes where the golem has been destroyed, but 2593 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that 2594 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so 2595 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer. 2596 * put this in a a workaround to clean up the golem pointer.
2260 */ 2597 */
2261 if (op->contr->ranges[range_golem] && 2598 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2600 {
2264 op->contr->ranges[range_golem] = NULL; 2601 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0; 2602 op->contr->golem_count = 0;
2266 } 2603 }
2267 2604
2268 /* call this here - we also will call this in do_ericserver, but 2605 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2606 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2607 * called, so we recheck it here.
2271 */ 2608 */
2272 HandleClient(&op->contr->socket, op->contr); 2609 HandleClient (&op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0; 2610 if (op->speed_left < 0)
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0; 2611 return 0;
2288}
2289 2612
2290int save_life(object *op) { 2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2292 2617
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction);
2623 if (op->speed_left > 0)
2624 return 1;
2625 else
2294 return 0; 2626 return 0;
2627 }
2628 return 0;
2629}
2295 2630
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2631int
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2632save_life (object *op)
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2633{
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2634 object *tmp;
2300 "Your %s vibrates violently, then evaporates.", 2635
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 return 0; 2637 return 0;
2638
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food < 0)
2652 op->stats.food = 999;
2653 fix_player (op);
2654 return 1;
2655 }
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */
2659 return 0;
2318} 2660}
2319 2661
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2662/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2663 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2664 * function will descend into containers. op is the object to start the search
2323 * from. 2665 * from.
2324 */ 2666 */
2667void
2325void remove_unpaid_objects(object *op, object *env) 2668remove_unpaid_objects (object *op, object *env)
2326{ 2669{
2327 object *next; 2670 object *next;
2328 2671
2329 while (op) { 2672 while (op)
2673 {
2330 next=op->below; /* Make sure we have a good value, in case 2674 next = op->below; /* Make sure we have a good value, in case
2331 * we remove object 'op' 2675 * we remove object 'op'
2332 */ 2676 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2334 remove_ob(op); 2679 remove_ob (op);
2335 op->x = env->x; 2680 op->x = env->x;
2336 op->y = env->y; 2681 op->y = env->y;
2337 if (env->type == PLAYER) 2682 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2683 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2684 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2685 }
2686 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2687 remove_unpaid_objects (op->inv, env);
2342 op=next; 2688 op = next;
2343 } 2689 }
2344} 2690}
2345 2691
2346 2692
2347/* 2693/*
2349 * Moved from apply.c to player.c - player.c is what 2695 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2696 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2697 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2698 * but there isn't one in the server directory.
2353 */ 2699 */
2700char *
2354char *gravestone_text (object *op) 2701gravestone_text (object *op)
2355{ 2702{
2356 static char buf2[MAX_BUF]; 2703 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2704 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2705 time_t now = time (NULL);
2359 2706
2360 strcpy (buf2, " R.I.P.\n\n"); 2707 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2708 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2710 else
2364 sprintf (buf, "%s\n", &op->name); 2711 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2713 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2714 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2715 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2716 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2717 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2719 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2720 if (op->type == PLAYER)
2721 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2724 strcat (buf2, buf);
2377 } 2725 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2728 strcat (buf2, buf);
2381 return buf2; 2729 return buf2;
2382} 2730}
2383 2731
2384 2732
2385 2733
2734void
2386void do_some_living(object *op) { 2735do_some_living (object *op)
2736{
2387 int last_food=op->stats.food; 2737 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2738 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2739 int over_hp, over_sp, over_grace;
2390 int i; 2740 int i;
2391 int rate_hp = 1200; 2741 int rate_hp = 1200;
2392 int rate_sp = 2500; 2742 int rate_sp = 2500;
2393 int rate_grace = 2000; 2743 int rate_grace = 2000;
2394 const int max_hp = 1; 2744 const int max_hp = 1;
2395 const int max_sp = 1; 2745 const int max_sp = 1;
2396 const int max_grace = 1; 2746 const int max_grace = 1;
2397 2747
2398 if (op->contr->outputs_sync) { 2748 if (op->contr->outputs_sync)
2749 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL && 2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2752 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2753 }
2404 2754
2405 if(op->contr->state==ST_PLAYING) { 2755 if (op->contr->state == ST_PLAYING)
2756 {
2406 2757
2407 /* these next three if clauses make it possible to SLOW DOWN 2758 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2759 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2760 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2762 else
2763 {
2412 gen_hp = op->stats.maxhp; 2764 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2766 }
2415 if(op->contr->gen_sp >= 0 ) 2767 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2769 else
2770 {
2418 gen_sp = op->stats.maxsp; 2771 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2773 }
2421 if(op->contr->gen_grace >= 0) 2774 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2776 else
2777 {
2424 gen_grace = op->stats.maxgrace; 2778 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2780 }
2427 2781
2428 /* Regenerate Spell Points */ 2782 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2786 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2787 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2788 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2789 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2452 } 2797 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2476 } else { 2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0)
2828 {
2829 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */
2831 if (max_grace > 1)
2832 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0)
2835 {
2836 op->stats.sp += over_grace
2837 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2838 op->last_grace = 0;
2839 }
2840 else
2841 {
2842 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2843 }
2844 }
2845 else
2846 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2848 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2849 /* wearing stuff doesn't detract from grace generation. */
2480 } 2850 }
2481 2851
2482 /* Regenerate Hit Points */ 2852 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2853 if (--op->last_heal < 0)
2854 {
2484 if(op->stats.hp<op->stats.maxhp) { 2855 if (op->stats.hp < op->stats.maxhp)
2856 {
2485 op->stats.hp++; 2857 op->stats.hp++;
2486 /* dms do not consume food */ 2858 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2860 {
2861 op->stats.food--;
2489 if(op->contr->digestion<0) 2862 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2863 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 2865 op->stats.food = last_food;
2866 }
2867 }
2868 if (max_hp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2874 op->last_heal = 0;
2875 }
2876 else
2877 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2879 }
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2494 } 2885 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2886
2510 /* Digestion */ 2887 /* Digestion */
2511 if(--op->last_eat<0) { 2888 if (--op->last_eat < 0)
2889 {
2512#ifdef COZY_SERVER 2890#ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0, 2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2893#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2895#endif
2520 2896
2521 if(op->contr->gen_hp > 0) 2897 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2899 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2901 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2902 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2903 op->stats.food--;
2904 }
2528 } 2905 }
2529 2906
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2908 {
2531 object *tmp, *flesh=NULL; 2909 object *tmp, *flesh = NULL;
2532 2910
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2918 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2919 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2920 break;
2540 } 2921 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2922 else if (tmp->type == FLESH)
2923 flesh = tmp;
2542 } /* End if paid for object */ 2924 } /* End if paid for object */
2543 } /* end of for loop */ 2925 } /* end of for loop */
2544 /* If player is still starving, it means they don't have any food, so 2926 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2927 * eat flesh instead.
2546 */ 2928 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2932 manual_apply (op, flesh, 0);
2550 } 2933 }
2551 } /* end if player is starving */ 2934 } /* end if player is starving */
2552 2935
2553 while(op->stats.food<0&&op->stats.hp>0) 2936 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2937 op->stats.food++, op->stats.hp--;
2555 2938
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2557 kill_player(op); 2940 kill_player (op);
2558} 2941}
2559 2942
2560 2943
2561 2944
2562/* If the player should die (lack of hp, food, etc), we call this. 2945/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2946 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2947 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2948 * file.
2566 */ 2949 */
2950void
2567void kill_player(object *op) 2951kill_player (object *op)
2568{ 2952{
2569 char buf[MAX_BUF]; 2953 char buf[MAX_BUF];
2570 int x,y,i; 2954 int x, y;
2955
2956 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2957 mapstruct *map; /* this is for resurrection */
2958
2572 int z; 2959 /* int z;
2573 int num_stats_lose; 2960 int num_stats_lose;
2574 int lost_a_stat; 2961 int lost_a_stat;
2575 int lose_this_stat; 2962 int lose_this_stat;
2576 int this_stat; 2963 int this_stat; */
2577 int will_kill_again; 2964 int will_kill_again;
2578 archetype *at; 2965 archetype *at;
2579 object *tmp; 2966 object *tmp;
2580 2967
2581 if(save_life(op)) 2968 if (save_life (op))
2582 return; 2969 return;
2583 2970
2584 2971
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2973 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2974 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2975 */
2589 if (op_on_battleground(op, &x, &y)) { 2976 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2977 {
2591 "You have been defeated in combat!"); 2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2980
2594
2595 /* restore player */ 2981 /* restore player */
2596 at = find_archetype("poisoning"); 2982 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2983 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2984 if (tmp)
2985 {
2599 remove_ob(tmp); 2986 remove_ob (tmp);
2600 free_object(tmp); 2987 free_object (tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2989 }
2603 2990
2604 at = find_archetype("confusion"); 2991 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2992 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2993 if (tmp)
2994 {
2607 remove_ob(tmp); 2995 remove_ob (tmp);
2608 free_object(tmp); 2996 free_object (tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2998 }
2611 2999
2612 cure_disease(op,0); /* remove any disease */ 3000 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 3001 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 3002 if (op->stats.food <= 0)
2615 3003 op->stats.food = 999;
3004
2616 /* create a bodypart-trophy to make the winner happy */ 3005 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 3006 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 3007 if (tmp != NULL)
2619 { 3008 {
2620 sprintf(buf,"%s's finger", &op->name); 3009 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 3010 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 3011 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 3012 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 3014 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 3015 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 3016 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 3017 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 3018 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 3019 }
3020
2633 /* teleport defeated player to new destination*/ 3021 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 3022 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 3023 op->contr->braced = 0;
2636 return; 3024 return;
2637 } 3025 }
2638 3026
2639 INVOKE_PLAYER (DEATH, op->contr); 3027 INVOKE_PLAYER (DEATH, op->contr);
2640 3028
2641 command_kill_pets (op, 0); 3029 command_kill_pets (op, 0);
2642 3030
2643 if(op->stats.food<0) { 3031 if (op->stats.food < 0)
3032 {
2644 if (op->contr->explore) { 3033 if (op->contr->explore)
3034 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 3037 op->stats.food = 999;
2648 return; 3038 return;
2649 } 3039 }
2650 sprintf(buf,"%s starved to death.",&op->name); 3040 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3041 strcpy (op->contr->killer, "starvation");
3042 }
3043 else
2652 } 3044 {
2653 else {
2654 if (op->contr->explore) { 3045 if (op->contr->explore)
3046 {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3049 op->stats.hp = op->stats.maxhp;
2658 return; 3050 return;
2659 } 3051 }
2660 sprintf(buf,"%s died.", &op->name); 3052 sprintf (buf, "%s died.", &op->name);
2661 } 3053 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3055
2664 /* save the map location for corpse, gravestone*/ 3056 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
2666 3060
2667 3061
2668 if (settings.not_permadeth == TRUE) { 3062 if (settings.not_permadeth == TRUE)
3063 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3064 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 3065 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 3066 * See the config.h file for a little more in depth detail about this.
2672 */ 3067 */
2673 3068
2674 /* Basically two ways to go - remove a stat permanently, or just 3069 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3070 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3071 * of death.
2677 */ 3072 */
2678#ifndef COZY_SERVER 3073#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3074 if (settings.balanced_stat_loss)
3075 {
2680 /* If stat loss is permanent, lose one stat only. */ 3076 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 3077 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 3078 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3079 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3080 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3081 little bit harder. */
2686 /* GD */ 3082 /* GD */
2687 if (settings.stat_loss_on_death) 3083 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3084 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else
2693 } 3089 {
3090 num_stats_lose = 1;
3091 }
2694 lost_a_stat = 0; 3092 lost_a_stat = 0;
2695 3093
2696 for (z=0; z<num_stats_lose; z++) { 3094 for (z = 0; z < num_stats_lose; z++)
3095 {
2697 i = RANDOM() % NUM_STATS; 3096 i = RANDOM () % NUM_STATS;
2698 3097
2699 if (settings.stat_loss_on_death) { 3098 if (settings.stat_loss_on_death)
3099 {
2700 /* Pick a random stat and take a point off it. Tell the player 3100 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 3101 * what he lost.
2702 */ 3102 */
2703 change_attr_value(&(op->stats), i,-1); 3103 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3104 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3105 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3106 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3108 lost_a_stat = 1;
3109 }
2709 } else { 3110 else
3111 {
2710 /* deplete a stat */ 3112 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3113 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3114 object *dep;
2713 3115
2714 dep = present_arch_in_ob(deparch,op); 3116 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3117 if (!dep)
3118 {
2716 dep = arch_to_object(deparch); 3119 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3120 insert_ob_in_ob (dep, op);
2718 } 3121 }
2719 lose_this_stat = 1; 3122 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3123 if (settings.balanced_stat_loss)
3124 {
2721 /* GD */ 3125 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3126 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3127 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3128 if (this_stat < 0)
3129 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3131 int keep_chance = this_stat * this_stat;
3132
2727 /* Yes, I am paranoid. Sue me. */ 3133 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3134 if (keep_chance < 1)
2729 keep_chance = 1; 3135 keep_chance = 1;
2730 3136
2731 /* There is a maximum depletion total per level. */ 3137 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2733 lose_this_stat = 0; 3147 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3149 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3150 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3151 }
2744 } 3152 }
2745 } 3153 }
2746 3154
2747 if (lose_this_stat) { 3155 if (lose_this_stat)
3156 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3157 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3158 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3159 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3160 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a 3161 * and should be roughly the same, so it shouldn't make a
2753 * difference. 3162 * difference.
2754 */ 3163 */
2755 if (this_stat>=-50) { 3164 if (this_stat >= -50)
3165 {
2756 change_attr_value(&(dep->stats), i, -1); 3166 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3167 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3169 fix_player (op);
2760 lost_a_stat = 1; 3170 lost_a_stat = 1;
2761 } 3171 }
2762 } 3172 }
2763 } 3173 }
2764 } 3174 }
2765 /* If no stat lost, tell the player. */ 3175 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3176 if (!lost_a_stat)
2767 { 3177 {
2768 /* determine_god() seems to not work sometimes... why is this? 3178 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3179 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3180 const char *god = determine_god (op);
3181
2771 if (god && (strcmp(god, "none"))) 3182 if (god && (strcmp (god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3184 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2777 " feel a holy presence protecting you."); 3186 }
3187#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189
3190 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone.
3192 */
3193 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf;
3198 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);
3199 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0);
3202
3203 /**************************************/
3204 /* */
3205 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */
3208 /* */
3209
3210 /**************************************/
3211
3212 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */
3214 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op);
3216 if (tmp)
3217 {
3218 remove_ob (tmp);
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 }
3222
3223 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op);
3225 if (tmp)
3226 {
3227 remove_ob (tmp);
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 }
3231 cure_disease (op, 0); /* remove any disease */
3232
3233 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240
3241 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map.
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/
3251 /* */
3252 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */
3254 /* */
3255
3256 /****************************************/
3257
3258 enter_player_savebed (op);
3259
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0;
3264 save_player (op, 1);
3265
3266 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player.
3270 */
3271 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype;
3276 }
3277 if (will_kill_again)
3278 {
3279 object *force;
3280 int at;
3281
3282 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1;
3285 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100;
2778 } 3291 }
2779#endif 3292 insert_ob_in_ob (force, op);
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3293 fix_player (op);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 3294
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3295 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 3296
2826 apply_death_exp_penalty(op); 3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2827 if(op->stats.food < 100) op->stats.food = 900; 3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
2828 op->stats.hp = op->stats.maxhp; 3333 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3334 op->stats.food = 999;
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 3335
2832 /* 3336 /* set the location of where the person will reappear when */
2833 * Check to see if the player is in a shop. IF so, then check to see if 3337 /* maybe resurrection code should fix map also */
2834 * the player has any unpaid items. If so, remove them and put them back 3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
2835 * in the map. 3339 if (op->map != NULL)
2836 */ 3340 op->map = NULL;
2837 3341 op->x = settings.emergency_x;
2838 if (is_in_shop (op)) 3342 op->y = settings.emergency_y;
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1); 3343 save_player (op, 0);
2855 3344 op->map = map;
2856 /* it is possible that the player has blown something up 3345 /* please see resurrection.c: peterm */
2857 * at his savebed location, and that can have long lasting 3346 dead_player (op);
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 }
2866 if (will_kill_again) {
2867 object *force;
2868 int at;
2869
2870 force=get_archetype(FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3347 }
2879 insert_ob_in_ob(force, op); 3348 else
2880 fix_player(op); 3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365}
3366
3367
3368void
3369loot_object (object *op)
3370{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next;
3372
3373 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377
3378 for (tmp = op->inv; tmp != NULL; tmp = next)
3379 {
3380 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible)
3382 continue;
3383 remove_ob (tmp);
3384 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */
3387 loot_object (tmp);
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 {
3391 if (tmp->nrof > 1)
2881 3392 {
2882 } 3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2883 /**************************************/ 3394 free_object (tmp2);
2884 /* */ 3395 insert_ob_in_map (tmp, op->map, NULL, 0);
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else {
2937 delete_character(op->name,1);
2938 } 3396 }
2939 } 3397 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2); 3398 free_object (tmp);
3399 }
3400 else
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3401 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3402 }
2981} 3403}
2982 3404
2983/* 3405/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3406 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 3407 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 3408 * was changed.
2987 */ 3409 */
2988 3410
3411void
2989void fix_weight(void) { 3412fix_weight (void)
3413{
2990 player *pl; 3414 player *pl;
3415
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419
2993 if(old == sum) 3420 if (old == sum)
2994 continue; 3421 continue;
2995 fix_player(pl->ob); 3422 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3424 }
2999} 3425}
3000 3426
3427void
3001void fix_luck(void) { 3428fix_luck (void)
3429{
3002 player *pl; 3430 player *pl;
3431
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3432 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3433 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3434 change_luck (pl->ob, 0);
3006} 3435}
3007 3436
3008 3437
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3438/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3439 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3440 * just treat this as any other spell casting object.
3012 */ 3441 */
3013 3442
3014void 3443void
3015cast_dust (object * op, object * throw_ob, int dir) 3444cast_dust (object *op, object *throw_ob, int dir)
3016{ 3445{
3017 object *skop, *spob; 3446 object *skop, *spob;
3018 3447
3019 skop = find_skill_by_name (op, throw_ob->skill); 3448 skop = find_skill_by_name (op, throw_ob->skill);
3020 3449
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3450 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3451 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3452 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3453 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3454 return;
3027 } 3455 }
3028 3456
3029 spob = throw_ob->inv; 3457 spob = throw_ob->inv;
3030 3458
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3459 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3460 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3461 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3462 if (!spob)
3035 { 3463 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3464 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3465 return;
3039 } 3466 }
3040 3467
3041 if (op->type == PLAYER) 3468 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047 remove_ob (throw_ob); 3474 remove_ob (throw_ob);
3048 free_object (throw_ob); 3475 free_object (throw_ob);
3049} 3476}
3050 3477
3478void
3051void make_visible (object *op) { 3479make_visible (object *op)
3480{
3052 op->hide = 0; 3481 op->hide = 0;
3053 op->invisible = 0; 3482 op->invisible = 0;
3054 if(op->type==PLAYER) { 3483 if (op->type == PLAYER)
3484 {
3055 op->contr->tmp_invis = 0; 3485 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3486 op->contr->invis_race = 0;
3057 } 3487 }
3058 update_object(op,UP_OBJ_FACE); 3488 update_object (op, UP_OBJ_FACE);
3059} 3489}
3060 3490
3491int
3061int is_true_undead(object *op) { 3492is_true_undead (object *op)
3493{
3062 object *tmp=NULL; 3494 object *tmp = NULL;
3063 3495
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1;
3065 3498
3066 if(op->type==PLAYER) 3499 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3070 return 0; 3504 return 0;
3071} 3505}
3072 3506
3073/* look at the surrounding terrain to determine 3507/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3508 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3509 * indicate greater hideability.
3076 */ 3510 */
3077 3511
3512int
3078int hideability(object *ob) { 3513hideability (object *ob)
3514{
3079 int i,level=0, mflag; 3515 int i, level = 0, mflag;
3080 sint16 x,y; 3516 sint16 x, y;
3081 3517
3082 if(!ob||!ob->map) return 0; 3518 if (!ob || !ob->map)
3519 return 0;
3083 3520
3084 /* so, on normal lighted maps, its hard to hide */ 3521 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3522 level = ob->map->darkness - 2;
3086 3523
3087 /* this also picks up whether the object is glowing. 3524 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3525 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3526 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3527 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness));
3091 3529
3092 /* scan through all nearby squares for terrain to hide in */ 3530 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3531 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3534 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue;
3537 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3539 level += 2;
3098 else /* open terrain! */ 3540 else /* open terrain! */
3099 level -= 1; 3541 level -= 1;
3100 } 3542 }
3101 3543
3102#if 0 3544#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3545 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3546#endif
3105 return level; 3547 return level;
3106} 3548}
3107 3549
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3550/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3551 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3552 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3553 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3554 */
3113 3555
3556void
3114void do_hidden_move (object *op) { 3557do_hidden_move (object *op)
3558{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3560 object *skop;
3117 3561
3118 if(!op || !op->map) return; 3562 if (!op || !op->map)
3563 return;
3119 3564
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3566
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3567 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3568 if (op->type == PLAYER && op->contr->run_on)
3569 {
3124 if(!skop || num >= skop->level) { 3570 if (!skop || num >= skop->level)
3571 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op); 3573 make_visible (op);
3127 return; 3574 return;
3575 }
3576 else
3128 } else num += 20; 3577 num += 20;
3129 } 3578 }
3130 num += op->map->difficulty; 3579 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3580 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3581 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 {
3134 make_visible(op); 3584 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3585 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3587 }
3138 else if (op->type == PLAYER && skop) { 3588 else if (op->type == PLAYER && skop)
3589 {
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 } 3591 }
3141} 3592}
3142 3593
3143/* determine if who is standing near a hostile creature. */ 3594/* determine if who is standing near a hostile creature. */
3144 3595
3596int
3145int stand_near_hostile( object *who ) { 3597stand_near_hostile (object *who)
3598{
3146 object *tmp=NULL; 3599 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3600 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3601 mapstruct *m;
3149 sint16 x,y; 3602 sint16 x, y;
3150 3603
3151 if(!who) return 0; 3604 if (!who)
3605 return 0;
3152 3606
3153 if(who->type==PLAYER) player=1; 3607 if (who->type == PLAYER)
3608 player = 1;
3609
3610 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3612
3156 /* search adjacent squares */ 3613 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3614 for (i = 1; i < 9; i++)
3615 {
3158 x = who->x+freearr_x[i]; 3616 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3617 y = who->y + freearr_y[i];
3160 m = who->map; 3618 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3619 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3620 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3621 * blocked, don't need to check this space.
3164 */ 3622 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3623 if (mflags & P_OUT_OF_MAP)
3624 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3626 continue;
3627
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3169 if((player||friendly) 3629 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1;
3632 else if (tmp->type == PLAYER)
3633 {
3634 /*don't let a hidden DM prevent you from hiding */
3635 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3636 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3637 }
3178 } 3638 }
3179 } 3639 }
3180 return 0; 3640 return 0;
3181} 3641}
3182 3642
3183/* check the player los field for viewability of the 3643/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3644 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3645 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3652 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3653 * -b.t.
3194 * This function is now map tiling safe. 3654 * This function is now map tiling safe.
3195 */ 3655 */
3196 3656
3657int
3197int player_can_view (object *pl,object *op) { 3658player_can_view (object *pl, object *op)
3659{
3198 rv_vector rv; 3660 rv_vector rv;
3199 int dx,dy; 3661 int dx, dy;
3200 3662
3201 if(pl->type!=PLAYER) { 3663 if (pl->type != PLAYER)
3664 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3665 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3666 return -1;
3204 } 3667 }
3205 if (!pl || !op) return 0; 3668 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3669 return 0;
3670
3671 if (op->head)
3672 {
3673 op = op->head;
3674 }
3675 get_rangevector (pl, op, &rv, 0x1);
3676
3677 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any
3679 * part that is in the los array but isnt on
3680 * a blocked los square.
3681 * we use the archetype to figure out offsets.
3682 */
3683 while (op)
3684 {
3685 dx = rv.distance_x + op->arch->clone.x;
3686 dy = rv.distance_y + op->arch->clone.y;
3687
3688 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values.
3691 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695 return 1;
3696 op = op->more;
3697 }
3698 return 0;
3231} 3699}
3232 3700
3233/* routine for both players and monsters. We call this when 3701/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3702 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3703 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3704 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3705 * return 0.
3238 */ 3706 */
3707int
3239int action_makes_visible (object *op) { 3708action_makes_visible (object *op)
3709{
3240 3710
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3714 return 0;
3244 3715
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3246 3718
3247 /* If monsters, they should become visible */ 3719 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3723 return 1;
3251 } 3724 }
3252 } 3725 }
3253 return 0; 3726 return 0;
3254} 3727}
3255 3728
3256/* op_on_battleground - checks if the given object op (usually 3729/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3730 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3731 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3732 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3733 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3734 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3735 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3736 */
3737int
3264int op_on_battleground (object *op, int *x, int *y) { 3738op_on_battleground (object *op, int *x, int *y)
3739{
3265 object *tmp; 3740 object *tmp;
3266 3741
3267 /* A battleground-tile needs the following attributes to be valid: 3742 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3745 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3746 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3747 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3754 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3755 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 {
3280 object *invtmp; 3758 object *invtmp;
3759
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3761 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3284 if (x != NULL && y != NULL) 3764 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3766 return 1;
3767 }
3287 } 3768 }
3288 } 3769 }
3289 }
3290 if (x != NULL && y != NULL) 3770 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3772 return 1;
3773 }
3293 } 3774 }
3294 }
3295 } 3775 }
3296 /* If we got here, did not find a battleground */ 3776 /* If we got here, did not find a battleground */
3297 return 0; 3777 return 0;
3298} 3778}
3299 3779
3300/* 3780/*
3304 * attributes: 3784 * attributes:
3305 * object *who the dragon player 3785 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3786 * int atnr the attack-number of the ability focus
3307 * int level ability level 3787 * int level ability level
3308 */ 3788 */
3789void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3790dragon_ability_gain (object *who, int atnr, int level)
3791{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3792 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3793 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3794 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3795 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3796 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3797 int i = 0, j = 0;
3316 3798
3317 /* get the appropriate treasurelist */ 3799 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3800 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3801 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3802 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3803 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3804 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3805 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3806 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3807 trlist = find_treasurelist ("dragon_ability_poison");
3326 3808
3327 if (trlist == NULL || who->type != PLAYER) 3809 if (trlist == NULL || who->type != PLAYER)
3810 return;
3811
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813
3814 if (tr == NULL || tr->item == NULL)
3815 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return;
3818 }
3819
3820 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone);
3822
3823 if (item->type == SPELL)
3824 {
3825 if (check_spell_known (who, item->name))
3328 return; 3826 return;
3329 3827
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3828 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3829 do_learn_spell (who, item, 0);
3332 3830 return;
3333 if (tr == NULL || tr->item == NULL) { 3831 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3832
3833 /* grant direct spell */
3834 if (item->type == SPELLBOOK)
3835 {
3836 if (!item->inv)
3837 {
3838 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3839 return;
3840 }
3841 if (check_spell_known (who, item->inv->name))
3335 return; 3842 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3843 if (item->invisible)
3844 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3845 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3846 do_learn_spell (who, item->inv, 0);
3361 return; 3847 return;
3362 } 3848 }
3363 } 3849 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3850 else if (item->type == SKILL_TOOL && item->invisible)
3851 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3852 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3853 {
3366 3854
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3855 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3856 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3857 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3858 * but not all of them, he gets nothing.
3371 */ 3859 */
3372 if (!(skop->attacktype & item->attacktype)) { 3860 if (!(skop->attacktype & item->attacktype))
3861 {
3373 /* Give new attacktype */ 3862 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3863 skop->attacktype |= item->attacktype;
3375 3864
3376 /* always add physical if there's none */ 3865 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3866 skop->attacktype |= AT_PHYSICAL;
3378 3867
3379 if (item->msg != NULL) 3868 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3870
3382 /* Give player new face */ 3871 /* Give player new face */
3383 if (item->animation_id) { 3872 if (item->animation_id)
3873 {
3384 who->face = skop->face; 3874 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3875 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3876 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3877 who->last_anim = 0;
3388 who->state = 0; 3878 who->state = 0;
3389 animate_object(who, who->direction); 3879 animate_object (who, who->direction);
3390 } 3880 }
3391 } 3881 }
3392 } 3882 }
3393 } 3883 }
3394 else if (item->type == FORCE) { 3884 else if (item->type == FORCE)
3885 {
3395 /* forces in the treasurelist can alter the player's stats */ 3886 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3887 object *skin;
3888
3397 /* first get the dragon skin force */ 3889 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3891 if (skin == NULL)
3401 3892 return;
3893
3402 /* adding new spellpath attunements */ 3894 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3897 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3898
3406 /* print message */ 3899 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3900 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3901 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3902 {
3409 if(item->path_attuned & (1<<i)) { 3903 if (item->path_attuned & (1 << i))
3904 {
3410 if (j) 3905 if (j)
3411 strcat(buf," and "); 3906 strcat (buf, " and ");
3412 else 3907 else
3413 j = 1; 3908 j = 1;
3414 strcat(buf, spellpathnames[i]); 3909 strcat (buf, spellpathnames[i]);
3415 } 3910 }
3416 } 3911 }
3417 strcat(buf,"."); 3912 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3914 }
3420 3915
3421 /* evtl. adding flags: */ 3916 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3917 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3918 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3919 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3920 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3922 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3923
3429 /* print message if there is one */ 3924 /* print message if there is one */
3430 if (item->msg != NULL) 3925 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3926 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927 }
3928 else
3432 } 3929 {
3433 else {
3434 /* generate misc. treasure */ 3930 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3931 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3933 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3934 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3935 esrv_send_item (who, tmp);
3440 } 3936 }
3441} 3937}
3442 3938
3443/** 3939/**
3444 * Unready an object for a player. This function does nothing if the object was 3940 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3941 * not readied.
3446 */ 3942 */
3943void
3447void player_unready_range_ob(player *pl, object *ob) { 3944player_unready_range_ob (player *pl, object *ob)
3945{
3448 rangetype i; 3946 rangetype i;
3449 3947
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3451 if (pl->ranges[i] == ob) { 3950 if (pl->ranges[i] == ob)
3951 {
3452 pl->ranges[i] = NULL; 3952 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3953 if (pl->shoottype == i)
3954 {
3454 pl->shoottype = range_none; 3955 pl->shoottype = range_none;
3455 } 3956 }
3456 } 3957 }
3457 } 3958 }
3458} 3959}

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