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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn 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.
197 * Hopefully this will be less bugfree and simpler. 205 * Hopefully this will be less bugfree and simpler.
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* get_player(player *p) { 210static player *
211get_player (player *p)
212{
203 object *op=arch_to_object(get_player_archetype(NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
204 int i; 214 int i;
205 215
206 if (!p) { 216 if (!p)
207 p = (player *) malloc(sizeof(player)); 217 {
208 if(p==NULL) 218 p = new player;
209 fatal(OUT_OF_MEMORY);
210 219
211 /* This adds the player in the linked list. There is extra 220 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the 221 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
215 * 'who'. 224 * 'who'.
216 */ 225 */
217 player *tmp = first_player; 226 player *tmp = first_player;
227
218 while(tmp!=NULL&&tmp->next!=NULL) 228 while (tmp != NULL && tmp->next != NULL)
219 tmp=tmp->next; 229 tmp = tmp->next;
220 if(tmp!=NULL) 230 if (tmp != NULL)
221 tmp->next=p; 231 tmp->next = p;
222 else 232 else
223 first_player=p; 233 first_player = p;
224 234
225 p->next = NULL; 235 p->next = NULL;
226 } 236 }
227 237
228 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
229 * for next and socket. 239 * for next and socket.
230 */ 240 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 241 p->clear ();
232 p->attachable_init (); //HACK
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party=NULL; 246 p->party = NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr=p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left=0.5; 260 op->speed_left = 0.5;
252 op->speed=1.0; 261 op->speed = 1.0;
253 op->direction=5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc=2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 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 */
257 266
258 roll_stats(op); 267 roll_stats (op);
259 p->state=ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los(op); 269 clear_los (op);
261 270
262 p->gen_sp_armour=10; 271 p->gen_sp_armour = 10;
263 p->last_speed= -1; 272 p->last_speed = -1;
264 p->shoottype=range_none; 273 p->shoottype = range_none;
265 p->bowtype=bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode=pet_normal; 275 p->petmode = pet_normal;
267 p->listening=10; 276 p->listening = 10;
268 p->usekeys=containers; 277 p->usekeys = containers;
269 p->last_weapon_sp= -1; 278 p->last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los=1; 280 p->do_los = 1;
272 p->explore=0; 281 p->explore = 0;
273 p->no_shout=0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 284 assign (p->title, op->arch->clone.name);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race); 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG(op,FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 290 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 291 * send new values to the client, as things like exp start
284 * at zero. 292 * at zero.
285 */ 293 */
286 for (i=0; i < NUM_SKILLS; i++) { 294 for (i = 0; i < NUM_SKILLS; i++)
295 {
287 p->last_skill_exp[i] = -1; 296 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 297 p->last_skill_ob[i] = NULL;
289 } 298 }
290 for (i=0; i < NROFATTACKS; i++) { 299 for (i = 0; i < NROFATTACKS; i++)
300 {
291 p->last_resist[i] = -1; 301 p->last_resist[i] = -1;
292 } 302 }
293 p->last_stats.exp = -1; 303 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 304 p->last_weight = (uint32) - 1;
295 305
296 p->socket.update_look=0; 306 p->socket.update_look = 0;
297 p->socket.look_position=0; 307 p->socket.look_position = 0;
298 return p; 308 return p;
299} 309}
300
301 310
302/* 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
303static void set_first_map(object *op) 313set_first_map (object *op)
304{ 314{
305 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 316 op->x = -1;
307 op->y = -1; 317 op->y = -1;
308 enter_exit(op, NULL); 318 enter_exit (op, NULL);
309} 319}
310 320
311/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
313 * mode. 323 * mode.
314 */ 324 */
315 325
326int
316int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
317 player *p; 329 player *p;
318 330
319 p=get_player(NULL); 331 p = get_player (NULL);
320 p->socket = *ns; 332 p->socket = *ns;
321 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));
334
322 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared. 339 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data 340 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket. 341 * on the uncoming socket.
328 */ 342 */
329 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 344 set_first_map (p->ob);
331 345
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
334 send_rules(p->ob); 348 send_rules (p->ob);
335 send_news(p->ob); 349 send_news (p->ob);
336 display_motd(p->ob); 350 display_motd (p->ob);
337 get_name(p->ob); 351 get_name (p->ob);
352
338 return 0; 353 return 0;
339} 354}
340 355
341/* 356/*
342 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
345 */ 360 */
361archetype *
346archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
347{ 363{
348 archetype *start = at; 364 archetype *start = at;
365
349 for (;;) { 366 for (;;)
367 {
350 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
351 at=first_archetype; 369 at = first_archetype;
352 else 370 else
353 at=at->next; 371 at = at->next;
354 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
355 return at; 373 return at;
356 if (at == start) { 374 if (at == start)
375 {
357 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 377 exit (-1);
359 } 378 }
360 } 379 }
361} 380}
362 381
363 382
383object *
364object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
365 object *op = NULL; 386 object *op = NULL;
366 player *pl = NULL; 387 player *pl = NULL;
367 objectlink *ol; 388 objectlink *ol;
368 unsigned lastdist; 389 unsigned lastdist;
369 rv_vector rv; 390 rv_vector rv;
370 391
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393 {
372 /* We should not find free objects on this friendly list, but it 394 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
376 */ 398 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
378 object *tmp=ol->ob; 401 object *tmp = ol->ob;
379 402
380 /* Can't do much more other than log the fact, because the object 403 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 404 * itself will have been cleared.
382 */ 405 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 407 ol = ol->next;
385 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
409 if (!ol)
386 if (!ol) return op; 410 return op;
387 } 411 }
388 412
389 /* Remove special check for player from this. First, it looks to cause 413 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 415 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 416 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
395 */ 419 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 421 continue;
398 422
399 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
400 op=ol->ob; 425 op = ol->ob;
401 lastdist=rv.distance; 426 lastdist = rv.distance;
402 } 427 }
403 } 428 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
406 433
407 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
408 op=pl->ob; 436 op = pl->ob;
409 lastdist=rv.distance; 437 lastdist = rv.distance;
410 } 438 }
411 } 439 }
412 } 440 }
413#if 0 441#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 443#endif
416 return op; 444 return op;
417} 445}
418 446
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 447/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 448 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
458 * monster can in fact move one space in that direction. 486 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 487 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 488 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 489 * is blocking itself.
462 */ 490 */
491int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
464 rv_vector rv; 494 rv_vector rv;
465 sint16 x,y; 495 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
468 498
469 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
470 500
471 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
502 return 0;
472 503
473 x=mon->x; 504 x = mon->x;
474 y=mon->y; 505 y = mon->y;
475 m=mon->map; 506 m = mon->map;
476 dir = rv.direction; 507 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 510 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 511 if (diff > max)
512 return 0;
481 while (diff >1 && max>0) { 513 while (diff > 1 && max > 0)
514 {
482 lastx = x; 515 lastx = x;
483 lasty = y; 516 lasty = y;
484 lastmap = m; 517 lastmap = m;
485 x = lastx + freearr_x[dir]; 518 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 519 y = lasty + freearr_y[dir];
487 520
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 521 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 523
491 /* Space is blocked - try changing direction a little */ 524 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
494 /* recalculate direction from last good location. Possible 528 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 529 * we were not traversing ideal location before.
496 */ 530 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 532 if (rv.direction != dir)
533 {
499 /* OK - says direction should be different - lets reset the 534 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 535 * the values so it will try again.
501 */ 536 */
502 x = lastx; 537 x = lastx;
503 y = lasty; 538 y = lasty;
504 m = lastmap; 539 m = lastmap;
505 dir = firstdir = rv.direction; 540 dir = firstdir = rv.direction;
541 }
506 } else { 542 else
543 {
507 /* direct path is blocked - try taking a side step to 544 /* direct path is blocked - try taking a side step to
508 * either the left or right. 545 * either the left or right.
509 * Note increase the values in the loop below to be 546 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 547 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 548 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 549 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 550 * stepping back and forth
514 */ 551 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 555 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 556 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 557 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 558 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 559 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 560 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 561 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 562 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 563 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 564 * the last direction the creature has successfully
526 * moved. 565 * moved.
527 */ 566 */
528 567
529 x = lastx + freearr_x[absdir(lastdir+i)]; 568 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 569 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 570 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 571 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 572 if (mflags & P_OUT_OF_MAP)
573 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 577 if (mflags & P_BLOCKSVIEW)
578 continue;
537 579
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
539 } 582 }
540 /* go through entire loop without finding a valid 583 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 584 * sidestep to take - thus, no valid path.
542 */ 585 */
543 if (i==(DETOUR_AMOUNT+1)) 586 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 587 return 0;
545 diff--; 588 diff--;
546 lastdir=dir; 589 lastdir = dir;
547 max--; 590 max--;
548 if (!firstdir) firstdir = dir+i; 591 if (!firstdir)
592 firstdir = dir + i;
549 } /* else check alternate directions */ 593 } /* else check alternate directions */
550 } /* if blocked */ 594 } /* if blocked */
551 else { 595 else
596 {
552 /* we moved towards creature, so diff is less */ 597 /* we moved towards creature, so diff is less */
553 diff--; 598 diff--;
554 max--; 599 max--;
555 lastdir=dir; 600 lastdir = dir;
601 if (!firstdir)
556 if (!firstdir) firstdir = dir; 602 firstdir = dir;
603 }
604 if (diff <= 1)
557 } 605 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 606 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 607 * headed toward player for entire distance.
561 */ 608 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 611 }
565 if (diff>max) return 0; 612 if (diff > max)
613 return 0;
566 } 614 }
567 /* If we reached the max, didn't find a direction in time */ 615 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 616 if (!max)
617 return 0;
569 618
570 return firstdir; 619 return firstdir;
571} 620}
572 621
622void
573void give_initial_items(object *pl,treasurelist *items) { 623give_initial_items (object *pl, treasurelist * items)
624{
574 object *op,*next=NULL; 625 object *op, *next = NULL;
575 626
576 if(pl->randomitems!=NULL) 627 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 629
579 for (op=pl->inv; op; op=next) { 630 for (op = pl->inv; op; op = next)
631 {
580 next = op->below; 632 next = op->below;
581 633
582 /* Forces get applied per default, unless they have the 634 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 635 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 636 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 638 SET_FLAG (op, FLAG_APPLIED);
587 639
588 /* we never give weapons/armour if these cannot be used 640 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 641 * by this player due to race restrictions
590 */ 642 */
591 if (pl->type == PLAYER) { 643 if (pl->type == PLAYER)
644 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 646 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 647 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 648 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 650 {
598 remove_ob (op); 651 remove_ob (op);
599 free_object (op); 652 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 653 continue;
622 } 654 }
623 if (op->nrof > 1) op->nrof = 1; 655 }
656
657 /* This really needs to be better - we should really give
658 * a substitute spellbook. The problem is that we don't really
659 * have a good idea what to replace it with (need something like
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */
663 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 664 {
665 object *tmp;
625 666
667 for (tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name)
669 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678 if (op->nrof > 1)
679 op->nrof = 1;
680 }
681
626 if (op->type == SPELLBOOK && op->inv) { 682 if (op->type == SPELLBOOK && op->inv)
683 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 685 }
629 686
630 /* Give starting characters identified, uncursed, and undamned 687 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 688 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 689 * merged properly.
633 */ 690 */
634 if (need_identify(op)) { 691 if (need_identify (op))
692 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 693 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 694 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
638 } 698 {
639 if(op->type==SPELL) {
640 remove_ob(op); 699 remove_ob (op);
641 free_object(op); 700 free_object (op);
642 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
643 } 704 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 706 op->stats.exp = 0;
647 op->level = 1; 707 op->level = 1;
648 } 708 }
649 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
652 713
653 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
654 link_player_skills(pl); 715 link_player_skills (pl);
655} 716}
656 717
718void
657void get_name(object *op) { 719get_name (object *op)
720{
658 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
659 op->contr->state=ST_GET_NAME; 722 op->contr->state = ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:"); 723 send_query (&op->contr->socket, 0, "What is your name?\n:");
661} 724}
662 725
726void
663void get_password(object *op) { 727get_password (object *op)
728{
664 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
665 op->contr->state=ST_GET_PASSWORD; 730 op->contr->state = ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:"); 731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
667} 732}
668 733
734void
669void play_again(object *op) 735play_again (object *op)
670{ 736{
671 op->contr->state=ST_PLAY_AGAIN; 737 op->contr->state = ST_PLAY_AGAIN;
672 op->chosen_skill = NULL; 738 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th 740 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll 741 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick 742 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without 743 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense 744 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all 745 * to leave it to play_again to remove the object in all
680 * cases. 746 * cases.
681 */ 747 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED)) 748 if (!QUERY_FLAG (op, FLAG_REMOVED))
683 remove_ob(op); 749 remove_ob (op);
684 /* Need to set this to null - otherwise, it could point to garbage, 750 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if 751 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out. 752 * the map is null or not swapped out.
687 */ 753 */
688 op->map = NULL; 754 op->map = NULL;
689} 755}
690 756
691 757int
692int receive_play_again(object *op, char key) 758receive_play_again (object *op, char key)
693{ 759{
694 if(key=='q'||key=='Q') { 760 if (key == 'q' || key == 'Q')
761 {
695 remove_friendly_object(op); 762 remove_friendly_object (op);
696 leave(op->contr,0); /* ericserver will draw the message */ 763 leave (op->contr, 0); /* ericserver will draw the message */
697 return 2; 764 return 2;
698 } 765 }
699 else if(key=='a'||key=='A') { 766 else if (key == 'a' || key == 'A')
767 {
700 player *pl = op->contr; 768 player *pl = op->contr;
701 const char *name = op->name; 769 shstr name = op->name;
702 770
703 add_refcount(name); 771 op->contr = 0;
704 remove_friendly_object(op); 772 op->type = 0;
705 free_object(op); 773 op->destroy (1);
706 pl = get_player(pl); 774 pl = get_player (pl);
707 op = pl->ob; 775 op = pl->ob;
708 add_friendly_object(op); 776 add_friendly_object (op);
709 op->contr->password[0]='~'; 777 op->contr->password[0] = '~';
710 FREE_AND_CLEAR_STR(op->name); 778 op->name = op->name_pl = 0;
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */ 779 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
715 get_name(op); 781 get_name (op);
716 op->name = name; /* Alrady added a refcount above */ 782 op->name = op->name_pl = name;
717 op->name_pl = add_string(name);
718 set_first_map(op); 783 set_first_map (op);
719 } else { 784 }
785 else
720 /* user pressed something else so just ask again... */ 786 /* user pressed something else so just ask again... */
721 play_again(op); 787 play_again (op);
722 } 788
723 return 0; 789 return 0;
724} 790}
725 791
792void
726void confirm_password(object *op) { 793confirm_password (object *op)
794{
727 795
728 op->contr->write_buf[0]='\0'; 796 op->contr->write_buf[0] = '\0';
729 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731} 799}
732 800
801void
733void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
734 if (party == NULL) { 804 if (party == NULL)
805 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 807 return;
737 } 808 }
738 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 813}
743 814
744 815
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int
746int roll_stat(void) { 818roll_stat (void)
819{
747 int a[4],i,j,k; 820 int a[4], i, j, k;
748 821
749 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
751 824
752 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 826 if (a[i] < k)
754 k=a[i],j=i; 827 k = a[i], j = i;
755 828
756 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
830 {
757 if(i!=j) 831 if (i != j)
758 k+=a[i]; 832 k += a[i];
759 } 833 }
760 return k; 834 return k;
761} 835}
762 836
837void
763void roll_stats(object *op) { 838roll_stats (object *op)
839{
764 int sum=0; 840 int sum = 0;
765 int i = 0, j = 0; 841 int i = 0, j = 0;
766 int statsort[7]; 842 int statsort[7];
767 843
844 do
768 do { 845 {
769 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
770 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
771 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
772 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
773 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
774 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
775 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+ 853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
777 op->stats.Con+op->stats.Wis+op->stats.Pow+ 854 }
778 op->stats.Cha;
779 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
780 856
781 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
789 865
790 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
791 do { 868 {
792 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
793 j = statsort[i]; 871 j = statsort[i];
794 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j; 873 statsort[i + 1] = j;
796 i = 0; 874 i = 0;
875 }
797 } else { 876 else
877 {
798 i++; 878 i++;
799 } 879 }
880 }
800 } while (i < 6); 881 while (i < 6);
801 882
802 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
809 890
810 891
811 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
818 899
819 op->level=1; 900 op->level = 1;
820 op->stats.exp=0; 901 op->stats.exp = 0;
821 op->stats.ac=0; 902 op->stats.ac = 0;
822 903
823 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
826 907
827 fix_player(op); 908 fix_player (op);
828 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
832} 913}
833 914
915void
834void Roll_Again(object *op) 916Roll_Again (object *op)
835{ 917{
836 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838} 921}
839 922
923void
840void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
841{ 925{
842 signed char tmp; 926 signed char tmp;
843 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
844 928
845 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); 931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); 932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); 933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
849 return; 934 return;
850 } 935 }
851 936
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
853 938
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, 939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856 940
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
858 942
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0; 952 op->stats.ac = 0;
869 953
870 op->level=1; 954 op->level = 1;
871 op->stats.exp=0; 955 op->stats.exp = 0;
872 op->stats.ac=0; 956 op->stats.ac = 0;
873 957
874 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
877 961
878 fix_player(op); 962 fix_player (op);
879 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
883 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
884} 968}
885 969
886 970
887/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats 974 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how 975 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
893 */ 977 */
978int
894int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
895{ 980{
896 int keynum = key -'0'; 981 int keynum = key - '0';
897 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; 983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
899 984
900 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
901 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
902 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
905 } 992 }
906 else 993 else
907 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
908 995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
910 return 1; 1031 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920 1032
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y': 1033 case 'q':
937 case 'Y': 1034 case 'Q':
938 roll_stats(op); 1035 play_again (op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1; 1036 return 1;
941 1037
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default: 1038 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
949 return 0; 1040 return 0;
950 } 1041 }
951 return 0; 1042 return 0;
952} 1043}
953 1044
954/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
958 * not the class. 1049 * not the class.
959 */ 1050 */
960 1051
1052int
961int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
962{ 1054{
963 int tmp_loop; 1055 int tmp_loop;
964 1056
965 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
966 remove_ob(op); 1059 remove_ob (op);
967 play_again(op); 1060 play_again (op);
968 return 0; 1061 return 0;
969 } 1062 }
970 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
971 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
972 1066
973 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
976 1070
977 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
979 1073
980 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
981 1075
982 if (op->msg) { 1076 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 1077 op->msg = NULL;
985 }
986 1078
987 /* We create this now because some of the unique maps will need it 1079 /* We create this now because some of the unique maps will need it
988 * to save here. 1080 * to save here.
989 */ 1081 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 1083 make_path_to_file (buf);
992 1084
993#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
995#endif 1087#endif
996 start_info(op); 1088 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 1091 link_player_skills (op);
1000 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
1001 fix_player(op); 1093 fix_player (op);
1002 1094
1003 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1004 * is one for this race 1096 * is one for this race
1005 */ 1097 */
1006 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1007 object *tmp; 1100 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1011 first_map_ext_path, op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 1104 tmp = get_object ();
1013 EXIT_PATH(tmp) = add_string(mapname); 1105 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1018 * default initial map */ 1110 * default initial map */
1019 free_object(tmp); 1111 free_object (tmp);
1112 }
1020 } else { 1113 else
1114 {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 1116 }
1023 return 0; 1117 return 0;
1024 } 1118 }
1025 1119
1026 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1028 */ 1122 */
1029 1123
1030 tmp_loop = 0; 1124 tmp_loop = 0;
1031 while(!tmp_loop) { 1125 while (!tmp_loop)
1032 const char *name = add_string (op->name); 1126 {
1127 shstr name = op->name;
1033 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1034 remove_statbonus(op); 1130 remove_statbonus (op);
1035 remove_ob (op); 1131 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1038 op->instantiate (); 1134 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 1136 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 1137 op->x = x;
1045 op->y = y; 1138 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 1142 add_statbonus (op);
1051 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1052 } 1144 }
1145
1053 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1055 fix_player(op); 1148 fix_player (op);
1056 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1058 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1059 if (op->msg) 1153 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0; 1157 return 0;
1063} 1158}
1064 1159
1160int
1065int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1066{ 1162{
1067 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1068 1164
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1070 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1072 return 1; 1169 return 1;
1073 } 1170 }
1074 1171
1075 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1077 1174
1078 terminate_all_pets(op); 1175 terminate_all_pets (op);
1079 leave_map(op); 1176 leave_map (op);
1080 op->direction=0; 1177 op->direction = 0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1082 "%s quits the game.",op->name);
1083 1179
1084 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1085 check_score(op); 1181 check_score (op);
1086 op->contr->party=NULL; 1182 op->contr->party = NULL;
1087 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1089 1185
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1091 mapstruct *mp, *next; 1188 maptile *mp, *next;
1092 1189
1093 /* We need to hunt for any per player unique maps in memory and 1190 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional, 1191 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname 1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */ 1193 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1099 next = mp->next; 1197 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1101 delete_map(mp); 1199 delete_map (mp);
1102 }
1103 1200 }
1201
1104 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1105 } 1203 }
1204
1106 play_again(op); 1205 play_again (op);
1107 return 1; 1206 return 1;
1108} 1207}
1109 1208
1209void
1110void flee_player(object *op) { 1210flee_player (object *op)
1211{
1111 int dir,diff; 1212 int dir, diff;
1112 rv_vector rv; 1213 rv_vector rv;
1113 1214
1114 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1117 return; 1219 return;
1118 } 1220 }
1119 1221
1120 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1123 return; 1226 return;
1124 } 1227 }
1125 1228
1126 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1129 */ 1232 */
1130 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1131 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1132 op->enemy=NULL; 1236 op->enemy = NULL;
1133 return; 1237 return;
1134 } 1238 }
1135 1239
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1137 op->enemy=NULL; 1242 op->enemy = NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1139 return; 1244 return;
1140 } 1245 }
1141 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1142 1247
1143 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1144 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1145 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1146 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { 1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1148 return;
1149 } 1254 {
1255 return;
1256 }
1150 } 1257 }
1151 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1260 op->enemy = NULL;
1154} 1261}
1155 1262
1156 1263
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 1264/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 1265 * IT returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 1266 * stop.
1160 */ 1267 */
1268int
1161int check_pick(object *op) { 1269check_pick (object *op)
1270{
1162 object *tmp, *next; 1271 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1272 int stop = 0;
1165 int j, k, wvratio; 1273 int j, k, wvratio;
1166 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1167 1275
1168
1169 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1171 return 1; 1278 return 1;
1172 1279
1173 op_tag = op->count;
1174
1175 next = op->below; 1280 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1281
1179 /* loop while there are items on the floor that are not marked as 1282 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1283 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1182 { 1285 {
1183 tmp = next; 1286 tmp = next;
1184 next = tmp->below; 1287 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1288
1188 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1189 return 0; 1290 return 0;
1190 1291
1191 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1192 continue; 1293 continue;
1193 1294
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1296 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1298 pick_up (op, tmp);
1198 continue; 1299 continue;
1199 } 1300 }
1200 1301
1201 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1203 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1204 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1205 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1206 return 1; 1311 return 1;
1312 case 2:
1207 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1208 return 0; 1314 return 0;
1315 case 3:
1209 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1210 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1211 break; 1319 break;
1320 case 5:
1212 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1213 stop = 1; 1322 stop = 1;
1214 break; 1323 break;
1215 case 6: 1324 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1326 pick_up (op, tmp);
1219 break; 1327 break;
1220 1328
1221 case 7: 1329 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1331 pick_up (op, tmp);
1224 break; 1332 break;
1225 1333
1226 default: 1334 default:
1227 /* use value density */ 1335 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1338 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1339 }
1260 } 1340 }
1261 } 1341 else
1342 { /* old model */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG)
1345 {
1346 /* some debugging code to figure out item information */
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1263 1368
1264#if 0 1369#if 0
1265 /* print the flags too */ 1370 /* print the flags too */
1266 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1267 { 1372 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1269 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1270 { 1375 {
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1272 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1273 } 1378 fprintf (stderr, " ");
1379 }
1274 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1275 } 1381 }
1276#endif 1382#endif
1277 } 1383 }
1278 /* philosophy: 1384 /* philosophy:
1279 * It's easy to grab an item type from a pile, as long as it's 1385 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for 1388 * grab-as-you-run type mode that's really useful for arrows for
1283 * example. 1389 * example.
1284 * The drawback: right now it has no frontend, so you need to 1390 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then 1391 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1287 */ 1393 */
1288 1394
1289 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1292 1398
1293 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1294 1400
1295 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1296 1403
1297 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */ 1406 * anything up */
1300 1407
1301 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1302 1410
1303 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while 1412 /* and for battles wher you don't want to get loaded down while
1305 * fighting */ 1413 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1307 1416
1308 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1310 1420
1311 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1313 1424
1314 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1429 {
1430 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue;
1434 }
1319 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1437 {
1438 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue;
1442 }
1322 1443
1323 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1446 {
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1326 1452
1327 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1331 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1334 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1337 1478
1338 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1342 1488
1343 /* pick up all magical items */ 1489 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1347 1498
1348 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1349 { 1500 {
1350 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1352 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1353 1509
1354 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1358 1519
1359 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1363 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1366 1537
1367 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1371 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1374 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1377 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1380 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1383 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1386 1587
1387 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1391 1597
1392 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1394 { 1600 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1396 { 1602 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1400 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1401 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1402 { 1613 {
1403 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1404 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1406 } 1622 }
1407 }
1408 1623
1409 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1413 1633
1414 /* any of the last 4 bits set means we use the ratio for value 1634 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */ 1635 * pickups */
1416 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1417 { 1637 {
1418 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits 1640 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1424 { 1644 {
1425 pick_up(op, tmp); 1645 pick_up (op, tmp);
1426#if 0 1646#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1429 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1430 } 1651 }
1652 else
1431 else fprintf(stderr,"%s",tmp->arch->name); 1653 fprintf (stderr, "%s", tmp->arch->name);
1432 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1434#endif 1656#endif
1435 continue; 1657 continue;
1658 }
1436 } 1659 }
1660 } /* the new pickup model */
1437 } 1661 }
1438 } /* the new pickup model */
1439 }
1440 return ! stop; 1662 return !stop;
1441} 1663}
1442 1664
1443/* 1665/*
1444 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1668 * found object is returned.
1447 */ 1669 */
1670object *
1448object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1449{ 1672{
1450 object *tmp = NULL; 1673 object *tmp = NULL;
1451 1674
1452 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1677 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1457 return op; 1679 return op;
1458 return tmp; 1680 return tmp;
1459} 1681}
1460 1682
1461/* 1683/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1685 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1686 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1687 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1688 */
1467 1689
1690object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1692{
1470 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1472 1695
1473 if (!type) 1696 if (!type)
1474 return NULL; 1697 return NULL;
1475 1698
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702 {
1479 i = 0; 1703 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1705 if (i > betterby)
1706 {
1482 tmp = ntmp; 1707 tmp = ntmp;
1483 betterby = i; 1708 betterby = i;
1484 } 1709 }
1710 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1486 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1715 {
1489 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1717 {
1490 *better = 100; 1718 *better = 100;
1491 return arrow; 1719 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1720 }
1496 } else { 1721 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1722 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1723 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1724 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1725 }
1513 } 1726 }
1727 else
1728 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 {
1731 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1734 {
1735 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1737 }
1738 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 {
1741 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 }
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 }
1514 } 1749 }
1750 }
1515 } 1751 }
1516 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1753 return find_arrow (op, type);
1518 1754
1519 *better = betterby; 1755 *better = betterby;
1520 return tmp; 1756 return tmp;
1521} 1757}
1522 1758
1523/* looks in a given direction, finds the first valid target, and calls 1759/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1761 * op = the shooter
1526 * type = bow->race 1762 * type = bow->race
1527 * dir = fire direction 1763 * dir = fire direction
1528 */ 1764 */
1529 1765
1766object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1531{ 1768{
1532 object *tmp = NULL; 1769 object *tmp = NULL;
1533 mapstruct *m; 1770 maptile *m;
1534 int i, mflags, found, number; 1771 int i, mflags, found, number;
1535 sint16 x, y; 1772 sint16 x, y;
1536 1773
1537 if (op->map == NULL) 1774 if (op->map == NULL)
1538 return find_arrow(op, type); 1775 return find_arrow (op, type);
1539 1776
1540 /* do a dex check */ 1777 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1780 return find_arrow (op, type);
1544 1781
1545 m = op->map; 1782 m = op->map;
1546 x = op->x; 1783 x = op->x;
1547 y = op->y; 1784 y = op->y;
1548 1785
1549 /* find the first target */ 1786 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1551 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1555 tmp = NULL; 1794 tmp = NULL;
1795 break;
1796 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption.
1801 */
1802 tmp = NULL;
1803 break;
1804 }
1805 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1556 break; 1814 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1815 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1816 }
1574 if (tmp == NULL) 1817 if (tmp == NULL)
1575 return find_arrow(op, type); 1818 return find_arrow (op, type);
1576 1819
1577 if (tmp->head) 1820 if (tmp->head)
1578 tmp = tmp->head; 1821 tmp = tmp->head;
1579 1822
1580 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1581} 1824}
1582 1825
1583/* 1826/*
1584 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1831 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1832 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1833 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1834 * player fire modes.
1592 */ 1835 */
1836int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1838{
1596 object *left, *bow; 1839 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1840 int bowspeed, mflags;
1599 mapstruct *m; 1841 maptile *m;
1600 1842
1601 if (!dir) { 1843 if (!dir)
1844 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1846 return 0;
1604 } 1847 }
1605 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1607 else { 1850 else
1851 {
1608 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1853 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1854 * don't need to switch back and forth between bows and weapons.
1611 */ 1855 */
1612 if(bow->type==BOW) 1856 if (bow->type == BOW)
1613 break; 1857 break;
1614 1858
1615 if (!bow) { 1859 if (!bow)
1860 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1862 return 0;
1618 } 1863 }
1619 } 1864 }
1620 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1868 return 0;
1623 } 1869 }
1624 1870
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1872
1627 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1) 1876 if (bowspeed < 1)
1631 bowspeed = 1; 1877 bowspeed = 1;
1632 1878
1633 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1635 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1886 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1641 return 0; 1888 return 0;
1642 } 1889 }
1643 } 1890 }
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1893 {
1646 return 0; 1894 return 0;
1647 } 1895 }
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1899 return 0;
1651 } 1900 }
1652 1901
1653 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1655 remove_ob(arrow); 1905 remove_ob (arrow);
1656 free_object(arrow); 1906 free_object (arrow);
1657 return 0; 1907 return 0;
1658 } 1908 }
1659 1909
1660 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1915 return 0;
1667 } 1916 }
1668 set_owner(arrow, op); 1917 set_owner (arrow, op);
1669 if (arrow->skill) free_string(arrow->skill);
1670 arrow->skill = add_refcount(bow->skill); 1918 arrow->skill = bow->skill;
1671 1919
1672 arrow->direction=dir; 1920 arrow->direction = dir;
1673 arrow->x = sx; 1921 arrow->x = sx;
1674 arrow->y = sy; 1922 arrow->y = sy;
1675 1923
1676 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1927 fix_player (op);
1679 } 1928 }
1680 1929
1681 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1687 1936
1688 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper. 1938 * added to the damage. I think the strength bonus is more proper.
1690 */ 1939 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1696 /* update the speed */ 1943 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 0 : dam_bonus[op->stats.Str]) + 1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1946
1702 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1704 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1705 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1706 1951
1707 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712 1957
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1959 }
1960 else
1961 {
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1716 arrow->stats.wc + wc_mod;
1717
1718 arrow->level = op->level; 1963 arrow->level = op->level;
1719 } 1964 }
1965
1720 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1722 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1723 arrow->slaying = add_string(bow->slaying); 1970 arrow->slaying = bow->slaying;
1724 1971
1725 arrow->map = m; 1972 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1975
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count;
1731 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1732 1978
1733 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1980 move_arrow (arrow);
1735 1981
1736 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1739 else 1986 else
1740 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1741 } 1988 }
1989
1742 return 1; 1990 return 1;
1743} 1991}
1744 1992
1745/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1994 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1998 * hence the function name.
1751 */ 1999 */
2000int
1752int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1753{ 2002{
1754 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1755 2004
1756 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 2006 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 2008 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 2012 wcmod = -1;
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 2014 }
1765 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 2018 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1770 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);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 2026
1774 } else { 2027 }
2028 else
2029 {
1775 /* Simple case */ 2030 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 2032 }
1778 return ret; 2033 return ret;
1779} 2034}
1780 2035
1781 2036
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1784 */ 2039 */
2040void
1785void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1786{ 2042{
1787 object *item; 2043 object *item;
1788 2044
1789 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 2048 return;
1792 } 2049 }
1793 2050
1794 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 2052 if (!item->inv)
2053 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 2055 return;
1798 } 2056 }
1799 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1800 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1803 return; 2063 return;
1804 } 2064 }
2065 }
1805 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 2071 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 2073 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 2075 return;
1815 } 2076 }
1816 } 2077 }
1817 2078
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1821 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
2085 {
1822 object *tmp; 2086 object *tmp;
2087
1823 if (item->arch) { 2088 if (item->arch)
2089 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1826 item->speed = 0; 2092 item->speed = 0;
1827 update_ob_speed(item); 2093 update_ob_speed (item);
1828 } 2094 }
1829 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1830 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 2097 }
1832 } 2098 }
1833 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1834 drain_rod_charge(item); 2101 drain_rod_charge (item);
1835 } 2102 }
1836 } 2103 }
1837} 2104}
1838 2105
1839/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1840 */ 2107 */
2108void
1841void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1842 int spellcost=0; 2111 int spellcost = 0;
1843 2112
1844 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1846 2116
1847 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1848 case range_none: 2119 case range_none:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir);
2124 return;
2125
2126 case range_magic: /* Casting spells */
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2128 return;
2129
2130 case range_misc:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1849 return; 2150 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 2151 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
1885 default: 2157 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 2159 return;
1888 } 2160 }
1889} 2161}
1890 2162
1891 2163
1892 2164
1899 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1902 */ 2174 */
1903 2175
2176object *
1904object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1905{ 2178{
1906 object *tmp,*key; 2179 object *tmp, *key;
1907 2180
1908 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1910 2184
1911 /* First, lets try to find a key in the top level inventory */ 2185 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1914 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1916 */ 2192 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 2194 break;
1919 } 2195 }
1920 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 2197 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 2198 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 2199 * a key, return
1924 */ 2200 */
1925 if (!tmp) { 2201 if (!tmp)
2202 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1927 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
2207 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
1930 } 2210 }
1931 } 2211 }
2212 if (!tmp)
1932 if (!tmp) return NULL; 2213 return NULL;
1933 } 2214 }
1934 /* We get down here if we have found a key. Now if its in a container, 2215 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 2216 * see if we actually want to use it
1936 */ 2217 */
1937 if (pl!=container) { 2218 if (pl != container)
2219 {
1938 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1940 /* cases where this fails: 2223 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 2225 * are not in the players inventory.
1943 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1944 * containers can be used. 2227 * containers can be used.
1945 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1949 * 2232 *
1950 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1951 * all the others. 2234 * all the others.
1952 */ 2235 */
1953 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 2239 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 2242 return NULL;
1962 } 2243 }
1963 } 2244 }
1964 return tmp; 2245 return tmp;
1965} 2246}
1966 2247
1967/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1970 * 0 otherwise 2251 * 0 otherwise
1971 */ 2252 */
2253static int
1972static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1973{ 2255{
1974 2256
1975 /* If its a door, try to find a use a key. If we do destroy the door, 2257 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 2258 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1978 */ 2260 */
1979 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1980 2262
1981 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1982 if (key) { 2264 if (key)
2265 {
1983 object *container=key->env; 2266 object *container = key->env;
1984 2267
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op);
1988 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 } 2276 }
1991 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1993 "You open the door with the %s", query_short_name(key)); 2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2(door); /* remove door without violence ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2281 }
1996 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
1999 if (container != op) 2285 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
2002 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
2003 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2293 return 1;
2006 } 2294 }
2007 return 0; 2295 return 0;
2008} 2296}
2009 2297
2010/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2015 */ 2303 */
2016 2304
2305void
2017void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2018{ 2307{
2019 object *tmp, *mon; 2308 object *tmp, *mon;
2020 sint16 nx, ny; 2309 sint16 nx, ny;
2021 int on_battleground; 2310 int on_battleground;
2022 mapstruct *m; 2311 maptile *m;
2023 2312
2024 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2026 2315
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2028 2317
2029 /* If braced, or can't move to the square, and it is not out of the 2318 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2319 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2320 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2321 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2322 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2323 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2324 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2325 * move_ob uses.
2037 */ 2326 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2040 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2041 if (!m) return; /* Don't think this should happen */ 2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2042 } 2339 {
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp;
2361 break;
2362 }
2363
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */
2371 return; /* into a wall */
2372
2373 if (mon->head != NULL)
2374 mon = mon->head;
2375
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon))
2378 return;
2379
2380 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them.
2386 */
2387
2388 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive.
2391 */
2392 if ((op->type == PLAYER)
2393#if COZY_SERVER
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2397#else
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 {
2402 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced)
2047 return; 2404 return;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2409 return;
2048 } 2410 }
2049 2411
2050 mon = NULL; 2412 /* in certain circumstances, you shouldn't attack friendly
2051 /* Go through all the objects, and find ones of interest. Only stop if 2413 * creatures. Note that if you are braced, you can't push
2052 * we find a monster - that is something we know we want to attack. 2414 * someone, but put it inside this loop so that you won't
2053 * if its a door or barrel (can roll) see if there may be monsters 2415 * attack them either.
2054 * on the space
2055 */ 2416 */
2056 while (tmp!=NULL) { 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2419#ifdef PROHIBIT_PLAYERKILL
2059 continue; 2420 (op->contr->peaceful
2421 || (mon->type == PLAYER
2422 && mon->contr->
2423 peaceful)) &&
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 {
2429 if (!op->contr->braced)
2430 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op);
2060 } 2433 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2434 else
2062 mon = tmp; 2435 {
2063 break; 2436 new_draw_info (0, 0, op, "You withhold your attack");
2064 } 2437 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2438 if (op->contr->tmp_invis || op->hide)
2066 mon = tmp; 2439 make_visible (op);
2067 tmp=tmp->above; 2440 }
2441
2442 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced.
2444 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2068 } 2446 {
2069 2447 recursive_roll (mon, dir, op);
2070 if (mon==NULL) /* This happens anytime the player tries to move */ 2448 if (action_makes_visible (op))
2071 return; /* into a wall */ 2449 make_visible (op);
2450 }
2072 2451
2073 if(mon->head != NULL) 2452 /* Any generic living creature. Including things like doors.
2074 mon = mon->head; 2453 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen.
2457 */
2075 2458
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2077 if (player_attack_door(op, mon)) return; 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 {
2078 2462
2079 /* The following deals with possibly attacking peaceful 2463 /* If the player hasn't hit something this tick, and does
2080 * or frienddly creatures. Basically, all players are considered 2464 * so, give them speed boost based on weapon speed. Doing
2081 * unaggressive. If the moving player has peaceful set, then the 2465 * it here is better than process_players2, which basically
2082 * object should be pushed instead of attacked. It is assumed that 2466 * incurred a 1 tick offset.
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2467 */
2086 2468 if (!op->contr->has_hit)
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2469 {
2127 if (!op->contr->braced) { 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2471
2129 (void) push_ob(mon,dir,op); 2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 } 2473 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2474
2136 /* If the object is a boulder or other rollable object, then 2475 skill_attack (mon, op, 0, NULL, NULL);
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op);
2142 }
2143 2476
2144 /* Any generic living creature. Including things like doors. 2477 /* If attacking another player, that player gets automatic
2145 * Way it works is like this: First, it must have some hit points 2478 * hitback, and doesn't loose luck either.
2146 * and be living. Then, it must be one of the following: 2479 * Disable hitback on the battleground or if the target is
2147 * 1) Not a player, 2) A player, but of a different party. Note 2480 * the wiz.
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */ 2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2160 if (!op->contr->has_hit) { 2486 mon->contr->has_hit = 1;
2161 op->speed_left += op->speed / op->contr->weapon_sp; 2487 skill_attack (op, mon, 0, NULL, NULL);
2162 2488 mon->stats.luck = luck;
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2489 }
2165 2490 if (action_makes_visible (op))
2166 skill_attack(mon, op, 0, NULL, NULL); 2491 make_visible (op);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 } 2492 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2493 } /* if player should attack something */
2183} 2494}
2184 2495
2496int
2185int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2186 int pick; 2499 int pick;
2187 2500
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2502 return 0;
2503
2504 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9))
2506 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0;
2509 }
2510
2511 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514
2515 op->facing = dir;
2516
2517 if (op->hide)
2518 do_hidden_move (op);
2519
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ;
2522 else if (op->contr->fire_on)
2523 fire (op, dir);
2524 else
2525 {
2526 move_player_attack (op, dir);
2527 pick = check_pick (op);
2528 }
2529
2530 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing.
2532 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir;
2536 }
2537 else
2538 {
2539 op->direction = 0;
2540 }
2541 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities
2543 * for players.
2544 */
2545 animate_object (op, op->facing);
2546 return 0;
2229} 2547}
2230 2548
2231/* This is similar to handle_player, below, but is only used by the 2549/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2550 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2551 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2552 * the new speed values for commands.
2235 * 2553 *
2236 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2237 */ 2555 */
2556int
2238int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2239{ 2558{
2240 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2241 op->invisible = 1000; 2561 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2245 */ 2565 */
2246 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2250 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2251 make_visible(op); 2574 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2576 }
2254 } 2577 }
2255 2578
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2257 flee_player(op); 2581 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2582 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2260 op->speed_left--; 2585 op->speed_left--;
2261 return 0; 2586 return 0;
2262 } 2587 }
2263 } 2588 }
2264 2589
2265 /* I've been seeing crashes where the golem has been destroyed, but 2590 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2591 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2592 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2593 * put this in a a workaround to clean up the golem pointer.
2269 */ 2594 */
2270 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || 2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2597 {
2273 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2275 } 2600 }
2276 2601
2277 /* call this here - we also will call this in do_ericserver, but 2602 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2604 * called, so we recheck it here.
2280 */ 2605 */
2281 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0; 2607 if (op->speed_left < 0)
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0; 2608 return 0;
2297}
2298 2609
2299int save_life(object *op) { 2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2300 object *tmp; 2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2301 2614
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction);
2620 if (op->speed_left > 0)
2621 return 1;
2622 else
2303 return 0; 2623 return 0;
2624 }
2625 return 0;
2626}
2304 2627
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2628int
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2629save_life (object *op)
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2630{
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2631 object *tmp;
2309 "Your %s vibrates violently, then evaporates.", 2632
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2634 return 0;
2635
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp;
2648 if (op->stats.food < 0)
2649 op->stats.food = 999;
2650 fix_player (op);
2651 return 1;
2652 }
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */
2656 return 0;
2327} 2657}
2328 2658
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2659/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2660 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2661 * function will descend into containers. op is the object to start the search
2332 * from. 2662 * from.
2333 */ 2663 */
2664void
2334void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2335{ 2666{
2336 object *next; 2667 object *next;
2337 2668
2338 while (op) { 2669 while (op)
2670 {
2339 next=op->below; /* Make sure we have a good value, in case 2671 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2672 * we remove object 'op'
2341 */ 2673 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2343 remove_ob(op); 2676 remove_ob (op);
2344 op->x = env->x; 2677 op->x = env->x;
2345 op->y = env->y; 2678 op->y = env->y;
2346 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2682 }
2683 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2684 remove_unpaid_objects (op->inv, env);
2351 op=next; 2685 op = next;
2352 } 2686 }
2353} 2687}
2354 2688
2355 2689
2356/* 2690/*
2358 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2362 */ 2696 */
2697char *
2363char *gravestone_text (object *op) 2698gravestone_text (object *op)
2364{ 2699{
2365 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2702 time_t now = time (NULL);
2368 2703
2369 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2707 else
2373 sprintf (buf, "%s\n", op->name); 2708 sprintf (buf, "%s\n", &op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2710 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2712 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2713 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2716 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2721 strcat (buf2, buf);
2386 } 2722 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2725 strcat (buf2, buf);
2390 return buf2; 2726 return buf2;
2391} 2727}
2392 2728
2393 2729
2394 2730
2731void
2395void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2396 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2399 int i; 2737 int i;
2400 int rate_hp = 1200; 2738 int rate_hp = 1200;
2401 int rate_sp = 2500; 2739 int rate_sp = 2500;
2402 int rate_grace = 2000; 2740 int rate_grace = 2000;
2403 const int max_hp = 1; 2741 const int max_hp = 1;
2404 const int max_sp = 1; 2742 const int max_sp = 1;
2405 const int max_grace = 1; 2743 const int max_grace = 1;
2406 2744
2407 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2750 }
2413 2751
2414 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2415 2754
2416 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2759 else
2760 {
2421 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2763 }
2424 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2766 else
2767 {
2427 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2770 }
2430 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2773 else
2774 {
2433 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2777 }
2436 2778
2437 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2783 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2784 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2785 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2786 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2461 } 2794 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2485 } else { 2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0)
2825 {
2826 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */
2828 if (max_grace > 1)
2829 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0)
2832 {
2833 op->stats.sp += over_grace
2834 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2835 op->last_grace = 0;
2836 }
2837 else
2838 {
2839 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2840 }
2841 }
2842 else
2843 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2845 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2489 } 2847 }
2490 2848
2491 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2493 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2853 {
2494 op->stats.hp++; 2854 op->stats.hp++;
2495 /* dms do not consume food */ 2855 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2857 {
2858 op->stats.food--;
2498 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2862 op->stats.food = last_food;
2863 }
2864 }
2865 if (max_hp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2871 op->last_heal = 0;
2872 }
2873 else
2874 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2876 }
2877 }
2878 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 }
2503 } 2882 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2883
2519 /* Digestion */ 2884 /* Digestion */
2520 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2521#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2890#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2892#endif
2529 2893
2530 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2896 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2898 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2900 op->stats.food--;
2901 }
2537 } 2902 }
2538 2903
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2905 {
2540 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2541 2907
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2917 break;
2549 } 2918 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2920 flesh = tmp;
2551 } /* End if paid for object */ 2921 } /* End if paid for object */
2552 } /* end of for loop */ 2922 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2923 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2924 * eat flesh instead.
2555 */ 2925 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2559 } 2930 }
2560 } /* end if player is starving */ 2931 } /* end if player is starving */
2561 2932
2562 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2564 2935
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2937 kill_player (op);
2567} 2938}
2568 2939
2569 2940
2570 2941
2571/* If the player should die (lack of hp, food, etc), we call this. 2942/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2943 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2944 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2945 * file.
2575 */ 2946 */
2947void
2576void kill_player(object *op) 2948kill_player (object *op)
2577{ 2949{
2578 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2579 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2581 int z; 2956 /* int z;
2582 int num_stats_lose; 2957 int num_stats_lose;
2583 int lost_a_stat; 2958 int lost_a_stat;
2584 int lose_this_stat; 2959 int lose_this_stat;
2585 int this_stat; 2960 int this_stat; */
2586 int will_kill_again; 2961 int will_kill_again;
2587 archetype *at; 2962 archetype *at;
2588 object *tmp; 2963 object *tmp;
2589 2964
2590 if(save_life(op)) 2965 if (save_life (op))
2591 return; 2966 return;
2592 2967
2593 2968
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2970 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2972 */
2598 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2600 "You have been defeated in combat!"); 2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2977
2603
2604 /* restore player */ 2978 /* restore player */
2605 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2981 if (tmp)
2982 {
2608 remove_ob(tmp); 2983 remove_ob (tmp);
2609 free_object(tmp); 2984 free_object (tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2986 }
2612 2987
2613 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2990 if (tmp)
2991 {
2616 remove_ob(tmp); 2992 remove_ob (tmp);
2617 free_object(tmp); 2993 free_object (tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2995 }
2620 2996
2621 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2624 3000 op->stats.food = 999;
3001
2625 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 3004 if (tmp != NULL)
2628 { 3005 {
2629 sprintf(buf,"%s's finger",op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 3007 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 3009 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 3011 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 3016 }
3017
2642 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 3020 op->contr->braced = 0;
2645 return; 3021 return;
2646 } 3022 }
2647 3023
2648 INVOKE_PLAYER (DEATH, op->contr); 3024 INVOKE_PLAYER (DEATH, op->contr);
2649 3025
2650 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2651 3027
2652 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2653 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 3034 op->stats.food = 999;
2657 return; 3035 return;
2658 } 3036 }
2659 sprintf(buf,"%s starved to death.",op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2661 } 3041 {
2662 else {
2663 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2667 return; 3047 return;
2668 } 3048 }
2669 sprintf(buf,"%s died.",op->name); 3049 sprintf (buf, "%s died.", &op->name);
2670 } 3050 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 3052
2673 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2675 3057
2676 3058
2677 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 3062 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 3063 * See the config.h file for a little more in depth detail about this.
2681 */ 3064 */
2682 3065
2683 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 3068 * of death.
2686 */ 3069 */
2687#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2689 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 3074 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 3075 more if they do. */
2692 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 3078 little bit harder. */
2695 /* GD */ 3079 /* GD */
2696 if (settings.stat_loss_on_death) 3080 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 3081 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else
2702 } 3086 {
3087 num_stats_lose = 1;
3088 }
2703 lost_a_stat = 0; 3089 lost_a_stat = 0;
2704 3090
2705 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2706 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2707 3094
2708 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
3096 {
2709 /* Pick a random stat and take a point off it. Tell the player 3097 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 3098 * what he lost.
2711 */ 3099 */
2712 change_attr_value(&(op->stats), i,-1); 3100 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 3101 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 3103 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 3105 lost_a_stat = 1;
3106 }
2718 } else { 3107 else
3108 {
2719 /* deplete a stat */ 3109 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 3110 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 3111 object *dep;
2722 3112
2723 dep = present_arch_in_ob(deparch,op); 3113 dep = present_arch_in_ob (deparch, op);
2724 if(!dep) { 3114 if (!dep)
3115 {
2725 dep = arch_to_object(deparch); 3116 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 3117 insert_ob_in_ob (dep, op);
2727 } 3118 }
2728 lose_this_stat = 1; 3119 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 3120 if (settings.balanced_stat_loss)
3121 {
2730 /* GD */ 3122 /* GD */
2731 /* Get the stat that we're about to deplete. */ 3123 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 3125 if (this_stat < 0)
3126 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 3128 int keep_chance = this_stat * this_stat;
3129
2736 /* Yes, I am paranoid. Sue me. */ 3130 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 3131 if (keep_chance < 1)
2738 keep_chance = 1; 3132 keep_chance = 1;
2739 3133
2740 /* There is a maximum depletion total per level. */ 3134 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2742 lose_this_stat = 0; 3144 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance, 3146 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */ 3147 lose_this_stat?"LOSE":"KEEP"); */
2752 } 3148 }
2753 } 3149 }
2754 } 3150 }
2755 3151
2756 if (lose_this_stat) { 3152 if (lose_this_stat)
3153 {
2757 this_stat = get_attr_value(&(dep->stats), i); 3154 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 3158 * and should be roughly the same, so it shouldn't make a
2762 * difference. 3159 * difference.
2763 */ 3160 */
2764 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2765 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 3166 fix_player (op);
2769 lost_a_stat = 1; 3167 lost_a_stat = 1;
2770 } 3168 }
2771 } 3169 }
2772 } 3170 }
2773 } 3171 }
2774 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 3173 if (!lost_a_stat)
2776 { 3174 {
2777 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2779 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2780 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting"
2783 " you.", god);
2784 else 3181 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
2786 " feel a holy presence protecting you."); 3183 }
3184#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186
3187 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone.
3189 */
3190 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf;
3195 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);
3196 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0);
3199
3200 /**************************************/
3201 /* */
3202 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */
3205 /* */
3206
3207 /**************************************/
3208
3209 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */
3211 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op);
3213 if (tmp)
3214 {
3215 remove_ob (tmp);
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 }
3219
3220 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 }
3228 cure_disease (op, 0); /* remove any disease */
3229
3230 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100)
3233 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237
3238 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map.
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/
3248 /* */
3249 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */
3251 /* */
3252
3253 /****************************************/
3254
3255 enter_player_savebed (op);
3256
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0;
3261 save_player (op, 1);
3262
3263 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player.
3267 */
3268 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype;
3273 }
3274 if (will_kill_again)
3275 {
3276 object *force;
3277 int at;
3278
3279 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1;
3282 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100;
2787 } 3288 }
2788#endif 3289 insert_ob_in_ob (force, op);
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3290 fix_player (op);
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 3291
2792 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone.
2794 */
2795 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name);
2797 FREE_AND_COPY(tmp->name, buf);
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0);
2808
2809 /**************************************/
2810 /* */
2811 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */
2815 /**************************************/
2816
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835 3292 }
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 3293
2837 apply_death_exp_penalty(op); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2838 if(op->stats.food < 100) op->stats.food = 900; 3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
2839 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3331 op->stats.food = 999;
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 3332
2843 /* 3333 /* set the location of where the person will reappear when */
2844 * Check to see if the player is in a shop. IF so, then check to see if 3334 /* maybe resurrection code should fix map also */
2845 * the player has any unpaid items. If so, remove them and put them back 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2846 * in the map. 3336 if (op->map != NULL)
2847 */ 3337 op->map = NULL;
2848 3338 op->x = settings.emergency_x;
2849 if (is_in_shop (op)) 3339 op->y = settings.emergency_y;
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1); 3340 save_player (op, 0);
2866 3341 op->map = map;
2867 /* it is possible that the player has blown something up 3342 /* please see resurrection.c: peterm */
2868 * at his savebed location, and that can have long lasting 3343 dead_player (op);
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874 if (tmp->type ==SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype;
2876 }
2877 if (will_kill_again) {
2878 object *force;
2879 int at;
2880
2881 force=get_archetype(FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0;
2885 SET_FLAG(force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) {
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889 } 3344 }
2890 insert_ob_in_ob(force, op); 3345 else
2891 fix_player(op); 3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362}
3363
3364
3365void
3366loot_object (object *op)
3367{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next;
3369
3370 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374
3375 for (tmp = op->inv; tmp != NULL; tmp = next)
3376 {
3377 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible)
3379 continue;
3380 remove_ob (tmp);
3381 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */
3384 loot_object (tmp);
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 {
3388 if (tmp->nrof > 1)
2892 3389 {
2893 } 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2894 /**************************************/ 3391 free_object (tmp2);
2895 /* */ 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else {
2948 delete_character(op->name,1);
2949 } 3393 }
2950 } 3394 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2); 3395 free_object (tmp);
3396 }
3397 else
2989 insert_ob_in_map(tmp,op->map,NULL,0); 3398 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 3399 }
2995} 3400}
2996 3401
2997/* 3402/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 3404 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 3405 * was changed.
3001 */ 3406 */
3002 3407
3408void
3003void fix_weight(void) { 3409fix_weight (void)
3410{
3004 player *pl; 3411 player *pl;
3412
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
3007 if(old == sum) 3417 if (old == sum)
3008 continue; 3418 continue;
3009 fix_player(pl->ob); 3419 fix_player (pl->ob);
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 3421 }
3013} 3422}
3014 3423
3424void
3015void fix_luck(void) { 3425fix_luck (void)
3426{
3016 player *pl; 3427 player *pl;
3428
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3018 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3019 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3020} 3432}
3021 3433
3022 3434
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3026 */ 3438 */
3027 3439
3028void 3440void
3029cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3030{ 3442{
3031 object *skop, *spob; 3443 object *skop, *spob;
3032 3444
3033 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3034 3446
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3449 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3450 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3451 return;
3041 } 3452 }
3042 3453
3043 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3044 3455
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3456 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 3457 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3459 if (!spob)
3049 { 3460 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3461 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 3462 return;
3053 } 3463 }
3054 3464
3055 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3467
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3468 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3469
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3061 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3062 free_object (throw_ob); 3472 free_object (throw_ob);
3063} 3473}
3064 3474
3475void
3065void make_visible (object *op) { 3476make_visible (object *op)
3477{
3066 op->hide = 0; 3478 op->hide = 0;
3067 op->invisible = 0; 3479 op->invisible = 0;
3068 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3069 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3483 op->contr->invis_race = 0;
3071 } 3484 }
3072 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3073} 3486}
3074 3487
3488int
3075int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3076 object *tmp=NULL; 3491 object *tmp = NULL;
3077 3492
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3079 3495
3080 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3084 return 0; 3501 return 0;
3085} 3502}
3086 3503
3087/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3506 * indicate greater hideability.
3090 */ 3507 */
3091 3508
3509int
3092int hideability(object *ob) { 3510hideability (object *ob)
3511{
3093 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3094 sint16 x,y; 3513 sint16 x, y;
3095 3514
3096 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3097 3517
3098 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3100 3520
3101 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3522 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3105 3526
3106 /* scan through all nearby squares for terrain to hide in */ 3527 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3528 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3536 level += 2;
3112 else /* open terrain! */ 3537 else /* open terrain! */
3113 level -= 1; 3538 level -= 1;
3114 } 3539 }
3115 3540
3116#if 0 3541#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3543#endif
3119 return level; 3544 return level;
3120} 3545}
3121 3546
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3551 */
3127 3552
3553void
3128void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3557 object *skop;
3131 3558
3132 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3133 3561
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3563
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3564 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3138 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op); 3570 make_visible (op);
3141 return; 3571 return;
3572 }
3573 else
3142 } else num += 20; 3574 num += 20;
3143 } 3575 }
3144 num += op->map->difficulty; 3576 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3146 num -= hide; 3578 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3148 make_visible(op); 3581 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3150 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 } 3584 }
3152 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 } 3588 }
3155} 3589}
3156 3590
3157/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3158 3592
3593int
3159int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3160 object *tmp=NULL; 3596 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3598 maptile *m;
3163 sint16 x,y; 3599 sint16 x, y;
3164 3600
3165 if(!who) return 0; 3601 if (!who)
3602 return 0;
3166 3603
3167 if(who->type==PLAYER) player=1; 3604 if (who->type == PLAYER)
3605 player = 1;
3606
3607 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3609
3170 /* search adjacent squares */ 3610 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3611 for (i = 1; i < 9; i++)
3612 {
3172 x = who->x+freearr_x[i]; 3613 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3614 y = who->y + freearr_y[i];
3174 m = who->map; 3615 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3616 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3617 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3618 * blocked, don't need to check this space.
3178 */ 3619 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3620 if (mflags & P_OUT_OF_MAP)
3621 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3623 continue;
3624
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3183 if((player||friendly) 3626 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1;
3629 else if (tmp->type == PLAYER)
3630 {
3631 /*don't let a hidden DM prevent you from hiding */
3632 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3633 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3634 }
3192 } 3635 }
3193 } 3636 }
3194 return 0; 3637 return 0;
3195} 3638}
3196 3639
3197/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3642 * but we dont worry if the object isnt the top one in
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3649 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3650 * -b.t.
3208 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3209 */ 3652 */
3210 3653
3654int
3211int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3212 rv_vector rv; 3657 rv_vector rv;
3213 int dx,dy; 3658 int dx, dy;
3214 3659
3215 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3663 return -1;
3218 } 3664 }
3219 if (!pl || !op) return 0; 3665 if (!pl || !op)
3220
3221 if(op->head) { op = op->head; }
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3666 return 0;
3667
3668 if (op->head)
3669 {
3670 op = op->head;
3671 }
3672 get_rangevector (pl, op, &rv, 0x1);
3673
3674 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any
3676 * part that is in the los array but isnt on
3677 * a blocked los square.
3678 * we use the archetype to figure out offsets.
3679 */
3680 while (op)
3681 {
3682 dx = rv.distance_x + op->arch->clone.x;
3683 dy = rv.distance_y + op->arch->clone.y;
3684
3685 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values.
3688 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3692 return 1;
3693 op = op->more;
3694 }
3695 return 0;
3245} 3696}
3246 3697
3247/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3702 * return 0.
3252 */ 3703 */
3704int
3253int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3254 3707
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3711 return 0;
3258 3712
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3260 3715
3261 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3720 return 1;
3265 } 3721 }
3266 } 3722 }
3267 return 0; 3723 return 0;
3268} 3724}
3269 3725
3270/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3729 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3730 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3731 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3732 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3733 */
3734int
3278int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3279 object *tmp; 3737 object *tmp;
3280 3738
3281 /* A battleground-tile needs the following attributes to be valid: 3739 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 {
3294 object *invtmp; 3755 object *invtmp;
3756
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3298 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3763 return 1;
3764 }
3301 } 3765 }
3302 } 3766 }
3303 }
3304 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3769 return 1;
3770 }
3307 } 3771 }
3308 }
3309 } 3772 }
3310 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3311 return 0; 3774 return 0;
3312} 3775}
3313 3776
3314/* 3777/*
3318 * attributes: 3781 * attributes:
3319 * object *who the dragon player 3782 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3321 * int level ability level 3784 * int level ability level
3322 */ 3785 */
3786void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3794 int i = 0, j = 0;
3330 3795
3331 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3340 3805
3341 if (trlist == NULL || who->type != PLAYER) 3806 if (trlist == NULL || who->type != PLAYER)
3807 return;
3808
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810
3811 if (tr == NULL || tr->item == NULL)
3812 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return;
3815 }
3816
3817 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone);
3819
3820 if (item->type == SPELL)
3821 {
3822 if (check_spell_known (who, item->name))
3342 return; 3823 return;
3343 3824
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3825 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3826 do_learn_spell (who, item, 0);
3346 3827 return;
3347 if (tr == NULL || tr->item == NULL) { 3828 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3829
3830 /* grant direct spell */
3831 if (item->type == SPELLBOOK)
3832 {
3833 if (!item->inv)
3834 {
3835 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3836 return;
3837 }
3838 if (check_spell_known (who, item->inv->name))
3349 return; 3839 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3840 if (item->invisible)
3841 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3842 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3843 do_learn_spell (who, item->inv, 0);
3376 return; 3844 return;
3377 } 3845 }
3378 } 3846 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3849 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3850 {
3381 3851
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3853 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3854 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3386 */ 3856 */
3387 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3388 /* Give new attacktype */ 3859 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3390 3861
3391 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3393 3864
3394 if (item->msg != NULL) 3865 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3867
3397 /* Give player new face */ 3868 /* Give player new face */
3398 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3399 who->face = skop->face; 3871 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3874 who->last_anim = 0;
3403 who->state = 0; 3875 who->state = 0;
3404 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3405 } 3877 }
3406 } 3878 }
3407 } 3879 }
3408 } 3880 }
3409 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3410 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3884 object *skin;
3885
3412 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3414 skin=skin->below);
3415 if (skin == NULL) return; 3888 if (skin == NULL)
3416 3889 return;
3890
3417 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3895
3421 /* print message */ 3896 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3899 {
3424 if(item->path_attuned & (1<<i)) { 3900 if (item->path_attuned & (1 << i))
3901 {
3425 if (j) 3902 if (j)
3426 strcat(buf," and "); 3903 strcat (buf, " and ");
3427 else 3904 else
3428 j = 1; 3905 j = 1;
3429 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3430 } 3907 }
3431 } 3908 }
3432 strcat(buf,"."); 3909 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3911 }
3435 3912
3436 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3920
3444 /* print message if there is one */ 3921 /* print message if there is one */
3445 if (item->msg != NULL) 3922 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3923 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3924 }
3925 else
3447 } 3926 {
3448 else {
3449 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3929 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3930 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3455 } 3933 }
3456} 3934}
3457 3935
3458/** 3936/**
3459 * Unready an object for a player. This function does nothing if the object was 3937 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3938 * not readied.
3461 */ 3939 */
3940void
3462void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3463 rangetype i; 3943 rangetype i;
3464 3944
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3946 {
3466 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3467 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3468 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3469 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3470 } 3953 }
3471 } 3954 }
3472 } 3955 }
3473} 3956}

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