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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */ 25#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26# include <pwd.h>
32#endif 27#endif
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <sounds.h> 31#include <sounds.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
42 37
43#ifdef COZY_SERVER 38#ifdef COZY_SERVER
44extern int same_party (partylist *a, partylist *b); 39extern int same_party (partylist *a, partylist *b);
45#endif 40#endif
46 41
42player *
47player *find_player(const char *plname) 43find_player (const char *plname)
48{ 44{
49 player *pl; 45 player *pl;
46
50 for(pl=first_player;pl!=NULL;pl=pl->next) 47 for (pl = first_player; pl != NULL; pl = pl->next)
51 { 48 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
53 return pl; 50 return pl;
54 }; 51 };
55 return NULL; 52 return NULL;
56} 53}
57 54
55player *
58player* find_player_partial_name( const char* plname ) 56find_player_partial_name (const char *plname)
59 { 57{
60 player* pl; 58 player *pl;
61 player* found = NULL; 59 player *found = NULL;
62 size_t namelen = strlen( plname ); 60 size_t namelen = strlen (plname);
61
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 62 for (pl = first_player; pl != NULL; pl = pl->next)
64 { 63 {
65 if ( strlen( pl->ob->name ) < namelen ) 64 if ((size_t) strlen (pl->ob->name) < namelen)
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 if (!strcmp (pl->ob->name, plname))
69 return pl; 68 return pl;
70 69
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 70 if (!strncasecmp (pl->ob->name, plname, namelen))
72 { 71 {
73 if ( found ) 72 if (found)
74 return NULL; 73 return NULL;
75 74
76 found = pl; 75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
77 } 175 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 176 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 177 size += strlen (buf);
170 } 178 }
171 }
172 179 }
180
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 183 close_and_delete (fp, comp);
179} 184}
180 185
186int
181int playername_ok(const char *cp) { 187playername_ok (const char *cp)
188{
182 /* Don't allow - or _ as first character in the name */ 189 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0; 190 if (*cp == '-' || *cp == '_')
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
189} 197}
190 198
191/* This no longer sets the player map. Also, it now updates 199/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that. 200 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map. 201 * Caller is responsible for setting the correct map.
198 * Returns the player structure. If 'p' is null, 206 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle 207 * we create a new one. Otherwise, we recycle
200 * the one that is passed. 208 * the one that is passed.
201 */ 209 */
202static player * 210static player *
203get_player (player * p) 211get_player (player *p)
204{ 212{
205 object *op = arch_to_object (get_player_archetype (NULL)); 213 object *op = arch_to_object (get_player_archetype (NULL));
206 int i; 214 int i;
207 215
208 if (!p) 216 if (!p)
214 * end of the list - there is in fact no compelling reason that 222 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of 223 * that needs to be done except for things like output of
216 * 'who'. 224 * 'who'.
217 */ 225 */
218 player *tmp = first_player; 226 player *tmp = first_player;
227
219 while (tmp != NULL && tmp->next != NULL) 228 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next; 229 tmp = tmp->next;
221 if (tmp != NULL) 230 if (tmp != NULL)
222 tmp->next = p; 231 tmp->next = p;
223 else 232 else
224 first_player = p; 233 first_player = p;
225 234
226 p->next = NULL; 235 p->next = NULL;
227 } 236 }
228 237
229 /* Clears basically the entire player structure except 238 /* Clears basically the entire player structure except
230 * for next and socket. 239 * for next and socket.
231 */ 240 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 241 p->clear ();
233 p->attachable_clear ();
234 242
235 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 244 * we deal with that below this point.
237 */ 245 */
238 p->party = NULL; 246 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
242 p->Swap_First = -1; 250 p->Swap_First = -1;
243 251
244#ifdef AUTOSAVE 252#ifdef AUTOSAVE
245 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
246#endif 254#endif
247 255
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249 257
250 op->contr = p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op; 259 p->ob = op;
252 op->speed_left = 0.5; 260 op->speed_left = 0.5;
253 op->speed = 1.0; 261 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2; 263 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 266
259 roll_stats (op); 267 roll_stats (op);
260 p->state = ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
261 clear_los (op); 269 clear_los (op);
262 270
266 p->bowtype = bow_normal; 274 p->bowtype = bow_normal;
267 p->petmode = pet_normal; 275 p->petmode = pet_normal;
268 p->listening = 10; 276 p->listening = 10;
269 p->usekeys = containers; 277 p->usekeys = containers;
270 p->last_weapon_sp = -1; 278 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1; 280 p->do_los = 1;
273 p->explore = 0; 281 p->explore = 0;
274 p->no_shout = 0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
275 283
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 284 assign (p->title, op->arch->clone.name);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race; 285 op->race = op->arch->clone.race;
279 286
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 288
282 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
300 p->socket.look_position = 0; 307 p->socket.look_position = 0;
301 return p; 308 return p;
302} 309}
303 310
304/* This loads the first map an puts the player on it. */ 311/* This loads the first map an puts the player on it. */
312static void
305static void set_first_map(object *op) 313set_first_map (object *op)
306{ 314{
307 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
308 op->x = -1; 316 op->x = -1;
309 op->y = -1; 317 op->y = -1;
310 enter_exit(op, NULL); 318 enter_exit (op, NULL);
311} 319}
312 320
313/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display 322 * All we can really get in this is some settings like host and display
315 * mode. 323 * mode.
316 */ 324 */
317 325
326int
318int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
319 player *p; 329 player *p;
320 330
321 p=get_player(NULL); 331 p = get_player (NULL);
322 p->socket = *ns; 332 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
324 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
326 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));
327 /* 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.
328 * 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
329 * on the uncoming socket. 341 * on the uncoming socket.
330 */ 342 */
331 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 344 set_first_map (p->ob);
333 345
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
336 send_rules(p->ob); 348 send_rules (p->ob);
337 send_news(p->ob); 349 send_news (p->ob);
338 display_motd(p->ob); 350 display_motd (p->ob);
339 get_name(p->ob); 351 get_name (p->ob);
352
340 return 0; 353 return 0;
341} 354}
342 355
343/* 356/*
344 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
347 */ 360 */
361archetype *
348archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
349{ 363{
350 archetype *start = at; 364 archetype *start = at;
365
351 for (;;) { 366 for (;;)
367 {
352 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
353 at=first_archetype; 369 at = first_archetype;
354 else 370 else
355 at=at->next; 371 at = at->next;
356 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
357 return at; 373 return at;
358 if (at == start) { 374 if (at == start)
375 {
359 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 377 exit (-1);
361 } 378 }
362 } 379 }
363} 380}
364 381
365 382
383object *
366object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
367 object *op = NULL; 386 object *op = NULL;
368 player *pl = NULL; 387 player *pl = NULL;
369 objectlink *ol; 388 objectlink *ol;
370 unsigned lastdist; 389 unsigned lastdist;
371 rv_vector rv; 390 rv_vector rv;
372 391
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
378 */ 398 */
379 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 {
380 object *tmp=ol->ob; 401 object *tmp = ol->ob;
381 402
382 /* 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
383 * itself will have been cleared. 404 * itself will have been cleared.
384 */ 405 */
385 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");
386 ol = ol->next; 407 ol = ol->next;
387 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
409 if (!ol)
388 if (!ol) return op; 410 return op;
389 } 411 }
390 412
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 415 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 416 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
397 */ 419 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 421 continue;
400 422
401 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
402 op=ol->ob; 425 op = ol->ob;
403 lastdist=rv.distance; 426 lastdist = rv.distance;
404 } 427 }
405 } 428 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
408 433
409 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
410 op=pl->ob; 436 op = pl->ob;
411 lastdist=rv.distance; 437 lastdist = rv.distance;
412 } 438 }
413 } 439 }
414 } 440 }
415#if 0 441#if 0
416 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)");
417#endif 443#endif
418 return op; 444 return op;
419} 445}
420 446
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
460 * monster can in fact move one space in that direction. 486 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 487 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 488 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 489 * is blocking itself.
464 */ 490 */
491int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
466 rv_vector rv; 494 rv_vector rv;
467 sint16 x,y; 495 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
470 498
471 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
472 500
473 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
502 return 0;
474 503
475 x=mon->x; 504 x = mon->x;
476 y=mon->y; 505 y = mon->y;
477 m=mon->map; 506 m = mon->map;
478 dir = rv.direction; 507 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 511 if (diff > max)
512 return 0;
483 while (diff >1 && max>0) { 513 while (diff > 1 && max > 0)
514 {
484 lastx = x; 515 lastx = x;
485 lasty = y; 516 lasty = y;
486 lastmap = m; 517 lastmap = m;
487 x = lastx + freearr_x[dir]; 518 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 519 y = lasty + freearr_y[dir];
489 520
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 521 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 523
493 /* Space is blocked - try changing direction a little */ 524 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
496 /* recalculate direction from last good location. Possible 528 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 529 * we were not traversing ideal location before.
498 */ 530 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 532 if (rv.direction != dir)
533 {
501 /* OK - says direction should be different - lets reset the 534 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 535 * the values so it will try again.
503 */ 536 */
504 x = lastx; 537 x = lastx;
505 y = lasty; 538 y = lasty;
506 m = lastmap; 539 m = lastmap;
507 dir = firstdir = rv.direction; 540 dir = firstdir = rv.direction;
541 }
508 } else { 542 else
543 {
509 /* direct path is blocked - try taking a side step to 544 /* direct path is blocked - try taking a side step to
510 * either the left or right. 545 * either the left or right.
511 * Note increase the values in the loop below to be 546 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 547 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 548 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 549 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 550 * stepping back and forth
516 */ 551 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 555 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 556 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 557 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 558 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 559 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 560 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 561 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 563 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 564 * the last direction the creature has successfully
528 * moved. 565 * moved.
529 */ 566 */
530 567
531 x = lastx + freearr_x[absdir(lastdir+i)]; 568 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 569 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 570 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 571 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 572 if (mflags & P_OUT_OF_MAP)
573 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 577 if (mflags & P_BLOCKSVIEW)
578 continue;
539 579
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
541 } 582 }
542 /* go through entire loop without finding a valid 583 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 584 * sidestep to take - thus, no valid path.
544 */ 585 */
545 if (i==(DETOUR_AMOUNT+1)) 586 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 587 return 0;
547 diff--; 588 diff--;
548 lastdir=dir; 589 lastdir = dir;
549 max--; 590 max--;
550 if (!firstdir) firstdir = dir+i; 591 if (!firstdir)
592 firstdir = dir + i;
551 } /* else check alternate directions */ 593 } /* else check alternate directions */
552 } /* if blocked */ 594 } /* if blocked */
553 else { 595 else
596 {
554 /* we moved towards creature, so diff is less */ 597 /* we moved towards creature, so diff is less */
555 diff--; 598 diff--;
556 max--; 599 max--;
557 lastdir=dir; 600 lastdir = dir;
601 if (!firstdir)
558 if (!firstdir) firstdir = dir; 602 firstdir = dir;
603 }
604 if (diff <= 1)
559 } 605 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 606 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 607 * headed toward player for entire distance.
563 */ 608 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 611 }
567 if (diff>max) return 0; 612 if (diff > max)
613 return 0;
568 } 614 }
569 /* 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 */
570 if (!max) return 0; 616 if (!max)
617 return 0;
571 618
572 return firstdir; 619 return firstdir;
573} 620}
574 621
622void
575void give_initial_items(object *pl,treasurelist *items) { 623give_initial_items (object *pl, treasurelist * items)
624{
576 object *op,*next=NULL; 625 object *op, *next = NULL;
577 626
578 if(pl->randomitems!=NULL) 627 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 629
581 for (op=pl->inv; op; op=next) { 630 for (op = pl->inv; op; op = next)
631 {
582 next = op->below; 632 next = op->below;
583 633
584 /* Forces get applied per default, unless they have the 634 /* Forces get applied per default, unless they have the
585 * 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
586 */ 636 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 638 SET_FLAG (op, FLAG_APPLIED);
589 639
590 /* we never give weapons/armour if these cannot be used 640 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 641 * by this player due to race restrictions
592 */ 642 */
593 if (pl->type == PLAYER) { 643 if (pl->type == PLAYER)
644 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 646 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 647 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 648 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 650 {
600 remove_ob (op); 651 remove_ob (op);
601 free_object (op); 652 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 653 continue;
624 } 654 }
625 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)
626 } 664 {
665 object *tmp;
627 666
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
628 if (op->type == SPELLBOOK && op->inv) { 682 if (op->type == SPELLBOOK && op->inv)
683 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 685 }
631 686
632 /* Give starting characters identified, uncursed, and undamned 687 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 689 * merged properly.
635 */ 690 */
636 if (need_identify(op)) { 691 if (need_identify (op))
692 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 693 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 694 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
640 } 698 {
641 if(op->type==SPELL) {
642 remove_ob(op); 699 remove_ob (op);
643 free_object(op); 700 free_object (op);
644 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
645 } 704 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 706 op->stats.exp = 0;
649 op->level = 1; 707 op->level = 1;
650 } 708 }
651 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
654 713
655 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
656 link_player_skills(pl); 715 link_player_skills (pl);
657} 716}
658 717
718void
659void get_name(object *op) { 719get_name (object *op)
720{
660 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
661 op->contr->state=ST_GET_NAME; 722 op->contr->state = ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:"); 723 send_query (&op->contr->socket, 0, "What is your name?\n:");
663} 724}
664 725
726void
665void get_password(object *op) { 727get_password (object *op)
728{
666 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
667 op->contr->state=ST_GET_PASSWORD; 730 op->contr->state = ST_GET_PASSWORD;
668 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:");
669} 732}
670 733
734void
671void play_again(object *op) 735play_again (object *op)
672{ 736{
673 op->contr->state=ST_PLAY_AGAIN; 737 op->contr->state = ST_PLAY_AGAIN;
674 op->chosen_skill = NULL; 738 op->chosen_skill = NULL;
675 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)?");
676 /* 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
677 * player creation process that a user can quit (eg, roll 741 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick 742 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without 743 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense 744 * removing the player - it probably makes more sense
681 * 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
682 * cases. 746 * cases.
683 */ 747 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED)) 748 if (!QUERY_FLAG (op, FLAG_REMOVED))
685 remove_ob(op); 749 remove_ob (op);
686 /* 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,
687 * 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
688 * the map is null or not swapped out. 752 * the map is null or not swapped out.
689 */ 753 */
690 op->map = NULL; 754 op->map = NULL;
691} 755}
692 756
693 757int
694int receive_play_again(object *op, char key) 758receive_play_again (object *op, char key)
695{ 759{
696 if(key=='q'||key=='Q') { 760 if (key == 'q' || key == 'Q')
761 {
697 remove_friendly_object(op); 762 remove_friendly_object (op);
698 leave(op->contr,0); /* ericserver will draw the message */ 763 leave (op->contr, 0); /* ericserver will draw the message */
699 return 2; 764 return 2;
700 } 765 }
701 else if(key=='a'||key=='A') { 766 else if (key == 'a' || key == 'A')
767 {
702 player *pl = op->contr; 768 player *pl = op->contr;
703 shstr name = op->name; 769 shstr name = op->name;
704 770
705 remove_friendly_object(op); 771 op->contr = 0;
706 free_object(op); 772 op->type = 0;
773 op->destroy (1);
707 pl = get_player(pl); 774 pl = get_player (pl);
708 op = pl->ob; 775 op = pl->ob;
709 add_friendly_object(op); 776 add_friendly_object (op);
710 op->contr->password[0]='~'; 777 op->contr->password[0] = '~';
711 op->name = op->name_pl = 0; 778 op->name = op->name_pl = 0;
712 /* Lets put a space in here */ 779 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
714 get_name(op); 781 get_name (op);
715 op->name = op->name_pl = name; 782 op->name = op->name_pl = name;
716 set_first_map(op); 783 set_first_map (op);
717 } else { 784 }
785 else
718 /* user pressed something else so just ask again... */ 786 /* user pressed something else so just ask again... */
719 play_again(op); 787 play_again (op);
720 } 788
721 return 0; 789 return 0;
722} 790}
723 791
792void
724void confirm_password(object *op) { 793confirm_password (object *op)
794{
725 795
726 op->contr->write_buf[0]='\0'; 796 op->contr->write_buf[0] = '\0';
727 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
728 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:");
729} 799}
730 800
801void
731void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
732 if (party == NULL) { 804 if (party == NULL)
805 {
733 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);
734 return; 807 return;
735 } 808 }
736 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
739 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:");
740} 813}
741 814
742 815
743/* 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
744int roll_stat(void) { 818roll_stat (void)
819{
745 int a[4],i,j,k; 820 int a[4], i, j, k;
746 821
747 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
749 824
750 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 826 if (a[i] < k)
752 k=a[i],j=i; 827 k = a[i], j = i;
753 828
754 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
830 {
755 if(i!=j) 831 if (i != j)
756 k+=a[i]; 832 k += a[i];
757 } 833 }
758 return k; 834 return k;
759} 835}
760 836
837void
761void roll_stats(object *op) { 838roll_stats (object *op)
839{
762 int sum=0; 840 int sum = 0;
763 int i = 0, j = 0; 841 int i = 0, j = 0;
764 int statsort[7]; 842 int statsort[7];
765 843
844 do
766 do { 845 {
767 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
768 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
769 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
770 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
771 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
772 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
773 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
774 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;
775 op->stats.Con+op->stats.Wis+op->stats.Pow+ 854 }
776 op->stats.Cha;
777 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
778 856
779 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
787 865
788 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
789 do { 868 {
790 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
791 j = statsort[i]; 871 j = statsort[i];
792 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j; 873 statsort[i + 1] = j;
794 i = 0; 874 i = 0;
875 }
795 } else { 876 else
877 {
796 i++; 878 i++;
797 } 879 }
880 }
798 } while (i < 6); 881 while (i < 6);
799 882
800 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
807 890
808 891
809 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
816 899
817 op->level=1; 900 op->level = 1;
818 op->stats.exp=0; 901 op->stats.exp = 0;
819 op->stats.ac=0; 902 op->stats.ac = 0;
820 903
821 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
824 907
825 fix_player(op); 908 fix_player (op);
826 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
830} 913}
831 914
915void
832void Roll_Again(object *op) 916Roll_Again (object *op)
833{ 917{
834 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836} 921}
837 922
923void
838void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
839{ 925{
840 signed char tmp; 926 signed char tmp;
841 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
842 928
843 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
844 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?!?!!!");
845 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,");
846 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");
847 return; 934 return;
848 } 935 }
849 936
850 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);
851 938
852 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));
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854 940
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
856 942
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0; 952 op->stats.ac = 0;
867 953
868 op->level=1; 954 op->level = 1;
869 op->stats.exp=0; 955 op->stats.exp = 0;
870 op->stats.ac=0; 956 op->stats.ac = 0;
871 957
872 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
875 961
876 fix_player(op); 962 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
881 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
882} 968}
883 969
884 970
885/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
888 * 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
889 * 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
890 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
891 */ 977 */
978int
892int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
893{ 980{
894 int keynum = key -'0'; 981 int keynum = key - '0';
895 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
896 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 };
897 984
898 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
899 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
900 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
903 } 992 }
904 else 993 else
905 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
906 995
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);
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
908 return 1; 1031 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918 1032
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y': 1033 case 'q':
935 case 'Y': 1034 case 'Q':
936 roll_stats(op); 1035 play_again (op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1; 1036 return 1;
939 1037
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default: 1038 default:
946 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?");
947 return 0; 1040 return 0;
948 } 1041 }
949 return 0; 1042 return 0;
950} 1043}
951 1044
952/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
956 * not the class. 1049 * not the class.
957 */ 1050 */
958 1051
1052int
959int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
960{ 1054{
961 int tmp_loop; 1055 int tmp_loop;
962 1056
963 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
964 remove_ob(op); 1059 remove_ob (op);
965 play_again(op); 1060 play_again (op);
966 return 0; 1061 return 0;
967 } 1062 }
968 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
969 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
970 1066
971 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
974 1070
975 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
977 1073
978 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
979 1075
980 if (op->msg) 1076 if (op->msg)
981 op->msg=NULL; 1077 op->msg = NULL;
982 1078
983 /* 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
984 * to save here. 1080 * to save here.
985 */ 1081 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 1083 make_path_to_file (buf);
988 1084
989#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
991#endif 1087#endif
992 start_info(op); 1088 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 1091 link_player_skills (op);
996 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
997 fix_player(op); 1093 fix_player (op);
998 1094
999 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
1000 * is one for this race 1096 * is one for this race
1001 */ 1097 */
1002 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1003 object *tmp; 1100 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1007 first_map_ext_path, &op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 1104 tmp = get_object ();
1009 EXIT_PATH(tmp) = mapname; 1105 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1014 * default initial map */ 1110 * default initial map */
1015 free_object(tmp); 1111 free_object (tmp);
1112 }
1016 } else { 1113 else
1114 {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 1116 }
1019 return 0; 1117 return 0;
1020 } 1118 }
1021 1119
1022 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1024 */ 1122 */
1025 1123
1026 tmp_loop = 0; 1124 tmp_loop = 0;
1027 while(!tmp_loop) { 1125 while (!tmp_loop)
1126 {
1028 shstr name = op->name; 1127 shstr name = op->name;
1029 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1030 remove_statbonus(op); 1130 remove_statbonus (op);
1031 remove_ob (op); 1131 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1034 op->instantiate (); 1134 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 1136 op->name = op->name_pl = name;
1037 op->x = x; 1137 op->x = x;
1038 op->y = y; 1138 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 1142 add_statbonus (op);
1044 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1045 } 1144 }
1145
1046 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 1148 fix_player (op);
1049 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1052 if (op->msg) 1153 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1054 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");
1055 return 0; 1157 return 0;
1056} 1158}
1057 1159
1160int
1058int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1059{ 1162{
1060 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1061 1164
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1063 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1065 return 1; 1169 return 1;
1066 } 1170 }
1067 1171
1068 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1070 1174
1071 terminate_all_pets(op); 1175 terminate_all_pets (op);
1072 leave_map(op); 1176 leave_map (op);
1073 op->direction=0; 1177 op->direction = 0;
1074 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);
1075 "%s quits the game.", &op->name);
1076 1179
1077 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1078 check_score(op); 1181 check_score (op);
1079 op->contr->party=NULL; 1182 op->contr->party = NULL;
1080 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1082 1185
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1084 mapstruct *mp, *next; 1188 maptile *mp, *next;
1085 1189
1086 /* 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
1087 * 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,
1088 * 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
1089 */ 1193 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1092 next = mp->next; 1197 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1094 delete_map(mp); 1199 delete_map (mp);
1095 }
1096 1200 }
1201
1097 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1098 } 1203 }
1204
1099 play_again(op); 1205 play_again (op);
1100 return 1; 1206 return 1;
1101} 1207}
1102 1208
1209void
1103void flee_player(object *op) { 1210flee_player (object *op)
1211{
1104 int dir,diff; 1212 int dir, diff;
1105 rv_vector rv; 1213 rv_vector rv;
1106 1214
1107 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1110 return; 1219 return;
1111 } 1220 }
1112 1221
1113 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1116 return; 1226 return;
1117 } 1227 }
1118 1228
1119 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1122 */ 1232 */
1123 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1124 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1125 op->enemy=NULL; 1236 op->enemy = NULL;
1126 return; 1237 return;
1127 } 1238 }
1128 1239
1129 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 {
1130 op->enemy=NULL; 1242 op->enemy = NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1132 return; 1244 return;
1133 } 1245 }
1134 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1135 1247
1136 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1137 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1138 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1139 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1140 (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)))
1141 return;
1142 } 1254 {
1255 return;
1256 }
1143 } 1257 }
1144 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1260 op->enemy = NULL;
1147} 1261}
1148 1262
1149 1263
1150/* 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.
1151 * 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
1152 * stop. 1266 * stop.
1153 */ 1267 */
1268int
1154int check_pick(object *op) { 1269check_pick (object *op)
1270{
1155 object *tmp, *next; 1271 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1272 int stop = 0;
1158 int j, k, wvratio; 1273 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1160 1275
1161
1162 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1164 return 1; 1278 return 1;
1165 1279
1166 op_tag = op->count;
1167
1168 next = op->below; 1280 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1281
1172 /* 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
1173 * destroyed */ 1283 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1175 { 1285 {
1176 tmp = next; 1286 tmp = next;
1177 next = tmp->below; 1287 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1288
1181 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1182 return 0; 1290 return 0;
1183 1291
1184 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1185 continue; 1293 continue;
1186 1294
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1296 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1298 pick_up (op, tmp);
1191 continue; 1299 continue;
1192 } 1300 }
1193 1301
1194 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1196 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1197 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1198 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1199 return 1; 1311 return 1;
1312 case 2:
1200 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1201 return 0; 1314 return 0;
1315 case 3:
1202 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1203 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1204 break; 1319 break;
1320 case 5:
1205 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1206 stop = 1; 1322 stop = 1;
1207 break; 1323 break;
1208 case 6: 1324 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1326 pick_up (op, tmp);
1212 break; 1327 break;
1213 1328
1214 case 7: 1329 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1331 pick_up (op, tmp);
1217 break; 1332 break;
1218 1333
1219 default: 1334 default:
1220 /* use value density */ 1335 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1338 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1339 }
1253 } 1340 }
1254 } 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))));
1255 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);
1256 1368
1257#if 0 1369#if 0
1258 /* print the flags too */ 1370 /* print the flags too */
1259 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1260 { 1372 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1262 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1263 { 1375 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1265 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1266 } 1378 fprintf (stderr, " ");
1379 }
1267 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1268 } 1381 }
1269#endif 1382#endif
1270 } 1383 }
1271 /* philosophy: 1384 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1275 * 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
1276 * example. 1389 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1280 */ 1393 */
1281 1394
1282 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1285 1398
1286 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1287 1400
1288 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1289 1403
1290 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 1406 * anything up */
1293 1407
1294 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1295 1410
1296 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 1413 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1300 1416
1301 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1303 1420
1304 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1305 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;
1306 1424
1307 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1311 { 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 }
1312 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1313 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)))
1314 { 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 }
1315 1443
1316 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1318 { 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 }
1319 1452
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1323 { 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 }
1324 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1326 { 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 }
1327 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { 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 }
1330 1478
1331 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { 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 }
1335 1488
1336 /* pick up all magical items */ 1489 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1338 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))
1339 { 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 }
1340 1498
1341 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1342 { 1500 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1345 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1346 1509
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1350 { 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 }
1351 1519
1352 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1355 { 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 }
1356 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1358 { 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 }
1359 1537
1360 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1363 { 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 }
1364 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1366 { 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 }
1367 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1369 { 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 }
1370 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1372 { 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 }
1373 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1375 { 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 }
1376 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1378 { 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 }
1379 1587
1380 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { 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 }
1384 1597
1385 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1387 { 1600 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1389 { 1602 {
1390 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 &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1393 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1395 { 1613 {
1396 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1397 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1398 { 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 }
1399 } 1622 }
1400 }
1401 1623
1402 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { 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 }
1406 1633
1407 /* 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
1408 * pickups */ 1635 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1410 { 1637 {
1411 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1416 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)
1417 { 1644 {
1418 pick_up(op, tmp); 1645 pick_up (op, tmp);
1419#if 0 1646#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1422 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1423 } 1651 }
1652 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1653 fprintf (stderr, "%s", tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1656#endif
1428 continue; 1657 continue;
1658 }
1429 } 1659 }
1660 } /* the new pickup model */
1430 } 1661 }
1431 } /* the new pickup model */
1432 }
1433 return ! stop; 1662 return !stop;
1434} 1663}
1435 1664
1436/* 1665/*
1437 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1668 * found object is returned.
1440 */ 1669 */
1670object *
1441object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1442{ 1672{
1443 object *tmp = NULL; 1673 object *tmp = NULL;
1444 1674
1445 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1677 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1450 return op; 1679 return op;
1451 return tmp; 1680 return tmp;
1452} 1681}
1453 1682
1454/* 1683/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1688 */
1460 1689
1690object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1692{
1463 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1465 1695
1466 if (!type) 1696 if (!type)
1467 return NULL; 1697 return NULL;
1468 1698
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702 {
1472 i = 0; 1703 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1705 if (i > betterby)
1706 {
1475 tmp = ntmp; 1707 tmp = ntmp;
1476 betterby = i; 1708 betterby = i;
1477 } 1709 }
1710 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1479 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1715 {
1482 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1717 {
1483 *better = 100; 1718 *better = 100;
1484 return arrow; 1719 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1720 }
1489 } else { 1721 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1722 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1723 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1724 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1725 }
1506 } 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 }
1507 } 1749 }
1750 }
1508 } 1751 }
1509 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1753 return find_arrow (op, type);
1511 1754
1512 *better = betterby; 1755 *better = betterby;
1513 return tmp; 1756 return tmp;
1514} 1757}
1515 1758
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1761 * op = the shooter
1519 * type = bow->race 1762 * type = bow->race
1520 * dir = fire direction 1763 * dir = fire direction
1521 */ 1764 */
1522 1765
1766object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1524{ 1768{
1525 object *tmp = NULL; 1769 object *tmp = NULL;
1526 mapstruct *m; 1770 maptile *m;
1527 int i, mflags, found, number; 1771 int i, mflags, found, number;
1528 sint16 x, y; 1772 sint16 x, y;
1529 1773
1530 if (op->map == NULL) 1774 if (op->map == NULL)
1531 return find_arrow(op, type); 1775 return find_arrow (op, type);
1532 1776
1533 /* do a dex check */ 1777 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1779 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1780 return find_arrow (op, type);
1537 1781
1538 m = op->map; 1782 m = op->map;
1539 x = op->x; 1783 x = op->x;
1540 y = op->y; 1784 y = op->y;
1541 1785
1542 /* find the first target */ 1786 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1544 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1548 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)
1549 break; 1814 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1815 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1816 }
1567 if (tmp == NULL) 1817 if (tmp == NULL)
1568 return find_arrow(op, type); 1818 return find_arrow (op, type);
1569 1819
1570 if (tmp->head) 1820 if (tmp->head)
1571 tmp = tmp->head; 1821 tmp = tmp->head;
1572 1822
1573 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1574} 1824}
1575 1825
1576/* 1826/*
1577 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1831 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1834 * player fire modes.
1585 */ 1835 */
1836int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1838{
1589 object *left, *bow; 1839 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1840 int bowspeed, mflags;
1592 mapstruct *m; 1841 maptile *m;
1593 1842
1594 if (!dir) { 1843 if (!dir)
1844 {
1595 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!");
1596 return 0; 1846 return 0;
1597 } 1847 }
1598 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1600 else { 1850 else
1851 {
1601 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1855 */
1605 if(bow->type==BOW) 1856 if (bow->type == BOW)
1606 break; 1857 break;
1607 1858
1608 if (!bow) { 1859 if (!bow)
1860 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1862 return 0;
1611 } 1863 }
1612 } 1864 }
1613 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1614 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);
1615 return 0; 1868 return 0;
1616 } 1869 }
1617 1870
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1872
1620 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1) 1876 if (bowspeed < 1)
1624 bowspeed = 1; 1877 bowspeed = 1;
1625 1878
1626 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1628 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1886 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1888 return 0;
1635 } 1889 }
1636 } 1890 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1893 {
1639 return 0; 1894 return 0;
1640 } 1895 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1642 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.");
1643 return 0; 1899 return 0;
1644 } 1900 }
1645 1901
1646 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1648 remove_ob(arrow); 1905 remove_ob (arrow);
1649 free_object(arrow); 1906 free_object (arrow);
1650 return 0; 1907 return 0;
1651 } 1908 }
1652 1909
1653 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1915 return 0;
1659 } 1916 }
1660 set_owner(arrow, op); 1917 set_owner (arrow, op);
1661 arrow->skill = bow->skill; 1918 arrow->skill = bow->skill;
1662 1919
1663 arrow->direction=dir; 1920 arrow->direction = dir;
1664 arrow->x = sx; 1921 arrow->x = sx;
1665 arrow->y = sy; 1922 arrow->y = sy;
1666 1923
1667 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1927 fix_player (op);
1670 } 1928 }
1671 1929
1672 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1678 1936
1679 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1939 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1943 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1946
1693 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1695 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1696 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1697 1951
1698 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1957
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1959 }
1960 else
1961 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1963 arrow->level = op->level;
1710 } 1964 }
1965
1711 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1713 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1970 arrow->slaying = bow->slaying;
1715 1971
1716 arrow->map = m; 1972 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1975
1720 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);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1723 1978
1724 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1980 move_arrow (arrow);
1726 1981
1727 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1730 else 1986 else
1731 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1732 } 1988 }
1989
1733 return 1; 1990 return 1;
1734} 1991}
1735 1992
1736/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1994 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1998 * hence the function name.
1742 */ 1999 */
2000int
1743int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1744{ 2002{
1745 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1746 2004
1747 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 2006 {
1749 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);
1750 dir, 0, op->x, op->y); 2008 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 2012 wcmod = -1;
1754 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);
1755 op->x, op->y); 2014 }
1756 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1761 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);
1762 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);
1763 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);
1764 2026
1765 } else { 2027 }
2028 else
2029 {
1766 /* Simple case */ 2030 /* Simple case */
1767 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);
1768 } 2032 }
1769 return ret; 2033 return ret;
1770} 2034}
1771 2035
1772 2036
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1775 */ 2039 */
2040void
1776void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1777{ 2042{
1778 object *item; 2043 object *item;
1779 2044
1780 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1781 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.");
1782 return; 2048 return;
1783 } 2049 }
1784 2050
1785 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 2052 if (!item->inv)
2053 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 2055 return;
1789 } 2056 }
1790 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1791 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 2063 return;
1795 } 2064 }
2065 }
1796 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 2071 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 2073 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 2075 return;
1806 } 2076 }
1807 } 2077 }
1808 2078
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1810 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 */
1811 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1812 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
2085 {
1813 object *tmp; 2086 object *tmp;
2087
1814 if (item->arch) { 2088 if (item->arch)
2089 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1817 item->speed = 0; 2092 item->speed = 0;
1818 update_ob_speed(item); 2093 update_ob_speed (item);
1819 } 2094 }
1820 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1821 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 2097 }
1823 } 2098 }
1824 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1825 drain_rod_charge(item); 2101 drain_rod_charge (item);
1826 } 2102 }
1827 } 2103 }
1828} 2104}
1829 2105
1830/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1831 */ 2107 */
2108void
1832void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1833 int spellcost=0; 2111 int spellcost = 0;
1834 2112
1835 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1837 2116
1838 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1839 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.");
1840 return; 2150 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 2151 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
1876 default: 2157 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 2159 return;
1879 } 2160 }
1880} 2161}
1881 2162
1882 2163
1883 2164
1890 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1893 */ 2174 */
1894 2175
2176object *
1895object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1896{ 2178{
1897 object *tmp,*key; 2179 object *tmp, *key;
1898 2180
1899 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1901 2184
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1905 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1907 */ 2192 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 2194 break;
1910 } 2195 }
1911 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 2199 * a key, return
1915 */ 2200 */
1916 if (!tmp) { 2201 if (!tmp)
2202 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1918 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
2207 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
1921 } 2210 }
1922 } 2211 }
2212 if (!tmp)
1923 if (!tmp) return NULL; 2213 return NULL;
1924 } 2214 }
1925 /* 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,
1926 * see if we actually want to use it 2216 * see if we actually want to use it
1927 */ 2217 */
1928 if (pl!=container) { 2218 if (pl != container)
2219 {
1929 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1931 /* cases where this fails: 2223 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 2225 * are not in the players inventory.
1934 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1935 * containers can be used. 2227 * containers can be used.
1936 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1940 * 2232 *
1941 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1942 * all the others. 2234 * all the others.
1943 */ 2235 */
1944 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 2239 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 2242 return NULL;
1953 } 2243 }
1954 } 2244 }
1955 return tmp; 2245 return tmp;
1956} 2246}
1957 2247
1958/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1961 * 0 otherwise 2251 * 0 otherwise
1962 */ 2252 */
2253static int
1963static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1964{ 2255{
1965 2256
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1969 */ 2260 */
1970 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1971 2262
1972 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1973 if (key) { 2264 if (key)
2265 {
1974 object *container=key->env; 2266 object *container = key->env;
1975 2267
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1980 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 */
1981 } 2276 }
1982 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2281 }
1987 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
1990 if (container != op) 2285 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
1993 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
1994 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2293 return 1;
1997 } 2294 }
1998 return 0; 2295 return 0;
1999} 2296}
2000 2297
2001/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2006 */ 2303 */
2007 2304
2305void
2008void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2009{ 2307{
2010 object *tmp, *mon; 2308 object *tmp, *mon;
2011 sint16 nx, ny; 2309 sint16 nx, ny;
2012 int on_battleground; 2310 int on_battleground;
2013 mapstruct *m; 2311 maptile *m;
2014 2312
2015 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2017 2315
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2019 2317
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2321 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2322 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2323 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2324 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2325 * move_ob uses.
2028 */ 2326 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2031 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2032 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)
2033 } 2339 {
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2038 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;
2039 } 2410 }
2040 2411
2041 mon = NULL; 2412 /* in certain circumstances, you shouldn't attack friendly
2042 /* 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
2043 * 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
2044 * if its a door or barrel (can roll) see if there may be monsters 2415 * attack them either.
2045 * on the space
2046 */ 2416 */
2047 while (tmp!=NULL) { 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2419#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2433 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2434 else
2053 mon = tmp; 2435 {
2054 break; 2436 new_draw_info (0, 0, op, "You withhold your attack");
2055 } 2437 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2438 if (op->contr->tmp_invis || op->hide)
2057 mon = tmp; 2439 make_visible (op);
2058 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))
2059 } 2446 {
2060 2447 recursive_roll (mon, dir, op);
2061 if (mon==NULL) /* This happens anytime the player tries to move */ 2448 if (action_makes_visible (op))
2062 return; /* into a wall */ 2449 make_visible (op);
2450 }
2063 2451
2064 if(mon->head != NULL) 2452 /* Any generic living creature. Including things like doors.
2065 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 */
2066 2458
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2068 if (player_attack_door(op, mon)) return; 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 {
2069 2462
2070 /* The following deals with possibly attacking peaceful 2463 /* If the player hasn't hit something this tick, and does
2071 * or frienddly creatures. Basically, all players are considered 2464 * so, give them speed boost based on weapon speed. Doing
2072 * unaggressive. If the moving player has peaceful set, then the 2465 * it here is better than process_players2, which basically
2073 * object should be pushed instead of attacked. It is assumed that 2466 * incurred a 1 tick offset.
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2467 */
2077 2468 if (!op->contr->has_hit)
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2469 {
2118 if (!op->contr->braced) { 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2471
2120 (void) push_ob(mon,dir,op); 2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 } 2473 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2474
2127 /* If the object is a boulder or other rollable object, then 2475 skill_attack (mon, op, 0, NULL, NULL);
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134 2476
2135 /* Any generic living creature. Including things like doors. 2477 /* If attacking another player, that player gets automatic
2136 * Way it works is like this: First, it must have some hit points 2478 * hitback, and doesn't loose luck either.
2137 * and be living. Then, it must be one of the following: 2479 * Disable hitback on the battleground or if the target is
2138 * 1) Not a player, 2) A player, but of a different party. Note 2480 * the wiz.
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */ 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
2151 if (!op->contr->has_hit) { 2486 mon->contr->has_hit = 1;
2152 op->speed_left += op->speed / op->contr->weapon_sp; 2487 skill_attack (op, mon, 0, NULL, NULL);
2153 2488 mon->stats.luck = luck;
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2489 }
2156 2490 if (action_makes_visible (op))
2157 skill_attack(mon, op, 0, NULL, NULL); 2491 make_visible (op);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 } 2492 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2493 } /* if player should attack something */
2174} 2494}
2175 2495
2496int
2176int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2177 int pick; 2499 int pick;
2178 2500
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2547}
2221 2548
2222/* 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
2223 * new client/server stuff. 2550 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2552 * the new speed values for commands.
2226 * 2553 *
2227 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2228 */ 2555 */
2556int
2229int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2230{ 2558{
2231 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2232 op->invisible = 1000; 2561 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2236 */ 2565 */
2237 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2241 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2242 make_visible(op); 2574 make_visible (op);
2243 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.");
2244 } 2576 }
2245 } 2577 }
2246 2578
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2248 flee_player(op); 2581 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2251 op->speed_left--; 2585 op->speed_left--;
2252 return 0; 2586 return 0;
2253 } 2587 }
2254 } 2588 }
2255 2589
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2594 */
2261 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2262 ((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)))
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2597 {
2264 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2266 } 2600 }
2267 2601
2268 /* 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
2269 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2604 * called, so we recheck it here.
2271 */ 2605 */
2272 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0; 2607 if (op->speed_left < 0)
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0; 2608 return 0;
2288}
2289 2609
2290int save_life(object *op) { 2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 object *tmp; 2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2292 2614
2293 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
2294 return 0; 2623 return 0;
2624 }
2625 return 0;
2626}
2295 2627
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2628int
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2629save_life (object *op)
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2630{
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2631 object *tmp;
2300 "Your %s vibrates violently, then evaporates.", 2632
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2316 enter_player_savebed(op); /* bring him home. */
2317 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;
2318} 2657}
2319 2658
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2662 * from.
2324 */ 2663 */
2664void
2325void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2326{ 2666{
2327 object *next; 2667 object *next;
2328 2668
2329 while (op) { 2669 while (op)
2670 {
2330 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
2331 * we remove object 'op' 2672 * we remove object 'op'
2332 */ 2673 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2334 remove_ob(op); 2676 remove_ob (op);
2335 op->x = env->x; 2677 op->x = env->x;
2336 op->y = env->y; 2678 op->y = env->y;
2337 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2340 } 2682 }
2683 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2684 remove_unpaid_objects (op->inv, env);
2342 op=next; 2685 op = next;
2343 } 2686 }
2344} 2687}
2345 2688
2346 2689
2347/* 2690/*
2349 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2353 */ 2696 */
2697char *
2354char *gravestone_text (object *op) 2698gravestone_text (object *op)
2355{ 2699{
2356 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2702 time_t now = time (NULL);
2359 2703
2360 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2707 else
2364 sprintf (buf, "%s\n", &op->name); 2708 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2710 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2368 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);
2369 else 2713 else
2370 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);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2716 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2721 strcat (buf2, buf);
2377 } 2722 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2725 strcat (buf2, buf);
2381 return buf2; 2726 return buf2;
2382} 2727}
2383 2728
2384 2729
2385 2730
2731void
2386void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2387 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2390 int i; 2737 int i;
2391 int rate_hp = 1200; 2738 int rate_hp = 1200;
2392 int rate_sp = 2500; 2739 int rate_sp = 2500;
2393 int rate_grace = 2000; 2740 int rate_grace = 2000;
2394 const int max_hp = 1; 2741 const int max_hp = 1;
2395 const int max_sp = 1; 2742 const int max_sp = 1;
2396 const int max_grace = 1; 2743 const int max_grace = 1;
2397 2744
2398 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 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)
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2750 }
2404 2751
2405 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2406 2754
2407 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2759 else
2760 {
2412 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2763 }
2415 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2766 else
2767 {
2418 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2770 }
2421 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2773 else
2774 {
2424 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2777 }
2427 2778
2428 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2783 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2784 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2785 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2786 /* dms do not consume food */
2451 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;
2452 } 2794 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2845 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2480 } 2847 }
2481 2848
2482 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2484 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2853 {
2485 op->stats.hp++; 2854 op->stats.hp++;
2486 /* dms do not consume food */ 2855 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2857 {
2858 op->stats.food--;
2489 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2882 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2883
2510 /* Digestion */ 2884 /* Digestion */
2511 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2512#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2890#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2892#endif
2520 2893
2521 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2896 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2525 /* dms do not consume food */ 2898 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2900 op->stats.food--;
2901 }
2528 } 2902 }
2529 2903
2530 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 {
2531 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2532 2907
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2536 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.");
2537 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2917 break;
2540 } 2918 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2920 flesh = tmp;
2542 } /* End if paid for object */ 2921 } /* End if paid for object */
2543 } /* end of for loop */ 2922 } /* end of for loop */
2544 /* 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
2545 * eat flesh instead. 2924 * eat flesh instead.
2546 */ 2925 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2548 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.");
2549 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2550 } 2930 }
2551 } /* end if player is starving */ 2931 } /* end if player is starving */
2552 2932
2553 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2554 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2555 2935
2556 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))
2557 kill_player(op); 2937 kill_player (op);
2558} 2938}
2559 2939
2560 2940
2561 2941
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2944 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2945 * file.
2566 */ 2946 */
2947void
2567void kill_player(object *op) 2948kill_player (object *op)
2568{ 2949{
2569 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2570 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2572 int z; 2956 /* int z;
2573 int num_stats_lose; 2957 int num_stats_lose;
2574 int lost_a_stat; 2958 int lost_a_stat;
2575 int lose_this_stat; 2959 int lose_this_stat;
2576 int this_stat; 2960 int this_stat; */
2577 int will_kill_again; 2961 int will_kill_again;
2578 archetype *at; 2962 archetype *at;
2579 object *tmp; 2963 object *tmp;
2580 2964
2581 if(save_life(op)) 2965 if (save_life (op))
2582 return; 2966 return;
2583 2967
2584 2968
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2972 */
2589 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2591 "You have been defeated in combat!"); 2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2977
2594
2595 /* restore player */ 2978 /* restore player */
2596 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2598 if (tmp) { 2981 if (tmp)
2982 {
2599 remove_ob(tmp); 2983 remove_ob (tmp);
2600 free_object(tmp); 2984 free_object (tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2602 } 2986 }
2603 2987
2604 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2605 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2606 if (tmp) { 2990 if (tmp)
2991 {
2607 remove_ob(tmp); 2992 remove_ob (tmp);
2608 free_object(tmp); 2993 free_object (tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2995 }
2611 2996
2612 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2615 3000 op->stats.food = 999;
3001
2616 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2618 if (tmp != NULL) 3004 if (tmp != NULL)
2619 { 3005 {
2620 sprintf(buf,"%s's finger", &op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 3007 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 3011 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2631 }
2632 3016 }
3017
2633 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 3020 op->contr->braced = 0;
2636 return; 3021 return;
2637 } 3022 }
2638 3023
2639 INVOKE_PLAYER (DEATH, op->contr); 3024 INVOKE_PLAYER (DEATH, op->contr);
2640 3025
2641 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2642 3027
2643 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2644 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 3034 op->stats.food = 999;
2648 return; 3035 return;
2649 } 3036 }
2650 sprintf(buf,"%s starved to death.",&op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2652 } 3041 {
2653 else {
2654 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2658 return; 3047 return;
2659 } 3048 }
2660 sprintf(buf,"%s died.", &op->name); 3049 sprintf (buf, "%s died.", &op->name);
2661 } 3050 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 3052
2664 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2666 3057
2667 3058
2668 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 3064 */
2673 3065
2674 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 3068 * of death.
2677 */ 3069 */
2678#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2680 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 3075 more if they do. */
2683 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 3078 little bit harder. */
2686 /* GD */ 3079 /* GD */
2687 if (settings.stat_loss_on_death) 3080 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 3081 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else
2693 } 3086 {
3087 num_stats_lose = 1;
3088 }
2694 lost_a_stat = 0; 3089 lost_a_stat = 0;
2695 3090
2696 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2697 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2698 3094
2699 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
3096 {
2700 /* 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
2701 * what he lost. 3098 * what he lost.
2702 */ 3099 */
2703 change_attr_value(&(op->stats), i,-1); 3100 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 3101 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 3103 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 3105 lost_a_stat = 1;
3106 }
2709 } else { 3107 else
3108 {
2710 /* deplete a stat */ 3109 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 3110 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 3111 object *dep;
2713 3112
2714 dep = present_arch_in_ob(deparch,op); 3113 dep = present_arch_in_ob (deparch, op);
2715 if(!dep) { 3114 if (!dep)
3115 {
2716 dep = arch_to_object(deparch); 3116 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 3117 insert_ob_in_ob (dep, op);
2718 } 3118 }
2719 lose_this_stat = 1; 3119 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 3120 if (settings.balanced_stat_loss)
3121 {
2721 /* GD */ 3122 /* GD */
2722 /* Get the stat that we're about to deplete. */ 3123 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 3125 if (this_stat < 0)
3126 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 3128 int keep_chance = this_stat * this_stat;
3129
2727 /* Yes, I am paranoid. Sue me. */ 3130 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 3131 if (keep_chance < 1)
2729 keep_chance = 1; 3132 keep_chance = 1;
2730 3133
2731 /* There is a maximum depletion total per level. */ 3134 /* There is a maximum depletion total per level. */
2732 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)
2733 lose_this_stat = 0; 3144 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", 3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance, 3146 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */ 3147 lose_this_stat?"LOSE":"KEEP"); */
2743 } 3148 }
2744 } 3149 }
2745 } 3150 }
2746 3151
2747 if (lose_this_stat) { 3152 if (lose_this_stat)
3153 {
2748 this_stat = get_attr_value(&(dep->stats), i); 3154 this_stat = get_attr_value (&(dep->stats), i);
2749 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2752 * 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
2753 * difference. 3159 * difference.
2754 */ 3160 */
2755 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2756 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2759 fix_player(op); 3166 fix_player (op);
2760 lost_a_stat = 1; 3167 lost_a_stat = 1;
2761 } 3168 }
2762 } 3169 }
2763 } 3170 }
2764 } 3171 }
2765 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 3173 if (!lost_a_stat)
2767 { 3174 {
2768 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2770 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2771 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2772 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);
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else 3181 else
2776 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.");
2777 " 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;
2778 } 3288 }
2779#endif 3289 insert_ob_in_ob (force, op);
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3290 fix_player (op);
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 3291
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824 3292 }
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 3293
2826 apply_death_exp_penalty(op); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2827 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);
2828 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3331 op->stats.food = 999;
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 3332
2832 /* 3333 /* set the location of where the person will reappear when */
2833 * Check to see if the player is in a shop. IF so, then check to see if 3334 /* maybe resurrection code should fix map also */
2834 * the player has any unpaid items. If so, remove them and put them back 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2835 * in the map. 3336 if (op->map != NULL)
2836 */ 3337 op->map = NULL;
2837 3338 op->x = settings.emergency_x;
2838 if (is_in_shop (op)) 3339 op->y = settings.emergency_y;
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1); 3340 save_player (op, 0);
2855 3341 op->map = map;
2856 /* it is possible that the player has blown something up 3342 /* please see resurrection.c: peterm */
2857 * at his savebed location, and that can have long lasting 3343 dead_player (op);
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 }
2866 if (will_kill_again) {
2867 object *force;
2868 int at;
2869
2870 force=get_archetype(FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 } 3344 }
2879 insert_ob_in_ob(force, op); 3345 else
2880 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)
2881 3389 {
2882 } 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2883 /**************************************/ 3391 free_object (tmp2);
2884 /* */ 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else {
2937 delete_character(op->name,1);
2938 } 3393 }
2939 } 3394 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2); 3395 free_object (tmp);
3396 }
3397 else
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3398 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3399 }
2981} 3400}
2982 3401
2983/* 3402/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3405 * was changed.
2987 */ 3406 */
2988 3407
3408void
2989void fix_weight(void) { 3409fix_weight (void)
3410{
2990 player *pl; 3411 player *pl;
3412
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
2993 if(old == sum) 3417 if (old == sum)
2994 continue; 3418 continue;
2995 fix_player(pl->ob); 3419 fix_player (pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3421 }
2999} 3422}
3000 3423
3424void
3001void fix_luck(void) { 3425fix_luck (void)
3426{
3002 player *pl; 3427 player *pl;
3428
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3006} 3432}
3007 3433
3008 3434
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3012 */ 3438 */
3013 3439
3014void 3440void
3015cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3016{ 3442{
3017 object *skop, *spob; 3443 object *skop, *spob;
3018 3444
3019 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3020 3446
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3449 {
3024 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);
3025 &op->name);
3026 return; 3451 return;
3027 } 3452 }
3028 3453
3029 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3030 3455
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3459 if (!spob)
3035 { 3460 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3462 return;
3039 } 3463 }
3040 3464
3041 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3042 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);
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3048 free_object (throw_ob); 3472 free_object (throw_ob);
3049} 3473}
3050 3474
3475void
3051void make_visible (object *op) { 3476make_visible (object *op)
3477{
3052 op->hide = 0; 3478 op->hide = 0;
3053 op->invisible = 0; 3479 op->invisible = 0;
3054 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3055 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3483 op->contr->invis_race = 0;
3057 } 3484 }
3058 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3059} 3486}
3060 3487
3488int
3061int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3062 object *tmp=NULL; 3491 object *tmp = NULL;
3063 3492
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3065 3495
3066 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3070 return 0; 3501 return 0;
3071} 3502}
3072 3503
3073/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3506 * indicate greater hideability.
3076 */ 3507 */
3077 3508
3509int
3078int hideability(object *ob) { 3510hideability (object *ob)
3511{
3079 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3080 sint16 x,y; 3513 sint16 x, y;
3081 3514
3082 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3083 3517
3084 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3086 3520
3087 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3091 3526
3092 /* scan through all nearby squares for terrain to hide in */ 3527 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3536 level += 2;
3098 else /* open terrain! */ 3537 else /* open terrain! */
3099 level -= 1; 3538 level -= 1;
3100 } 3539 }
3101 3540
3102#if 0 3541#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3543#endif
3105 return level; 3544 return level;
3106} 3545}
3107 3546
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3551 */
3113 3552
3553void
3114void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3557 object *skop;
3117 3558
3118 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3119 3561
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3563
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3124 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3125 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!");
3126 make_visible(op); 3570 make_visible (op);
3127 return; 3571 return;
3572 }
3573 else
3128 } else num += 20; 3574 num += 20;
3129 } 3575 }
3130 num += op->map->difficulty; 3576 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3578 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3134 make_visible(op); 3581 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3584 }
3138 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3139 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);
3140 } 3588 }
3141} 3589}
3142 3590
3143/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3144 3592
3593int
3145int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3146 object *tmp=NULL; 3596 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3598 maptile *m;
3149 sint16 x,y; 3599 sint16 x, y;
3150 3600
3151 if(!who) return 0; 3601 if (!who)
3602 return 0;
3152 3603
3153 if(who->type==PLAYER) player=1; 3604 if (who->type == PLAYER)
3605 player = 1;
3606
3607 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3609
3156 /* search adjacent squares */ 3610 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3611 for (i = 1; i < 9; i++)
3612 {
3158 x = who->x+freearr_x[i]; 3613 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3614 y = who->y + freearr_y[i];
3160 m = who->map; 3615 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3616 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3617 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3618 * blocked, don't need to check this space.
3164 */ 3619 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3620 if (mflags & P_OUT_OF_MAP)
3621 continue;
3166 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)))
3167 3623 continue;
3624
3168 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)
3169 if((player||friendly) 3626 {
3170 &&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)
3171 return 1; 3633 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3634 }
3178 } 3635 }
3179 } 3636 }
3180 return 0; 3637 return 0;
3181} 3638}
3182 3639
3183/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3650 * -b.t.
3194 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3195 */ 3652 */
3196 3653
3654int
3197int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3198 rv_vector rv; 3657 rv_vector rv;
3199 int dx,dy; 3658 int dx, dy;
3200 3659
3201 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3663 return -1;
3204 } 3664 }
3205 if (!pl || !op) return 0; 3665 if (!pl || !op)
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3696}
3232 3697
3233/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3702 * return 0.
3238 */ 3703 */
3704int
3239int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3240 3707
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3711 return 0;
3244 3712
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3246 3715
3247 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3249 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");
3250 return 1; 3720 return 1;
3251 } 3721 }
3252 } 3722 }
3253 return 0; 3723 return 0;
3254} 3724}
3255 3725
3256/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3729 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3730 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3731 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3732 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3733 */
3734int
3264int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3265 object *tmp; 3737 object *tmp;
3266 3738
3267 /* A battleground-tile needs the following attributes to be valid: 3739 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3755 object *invtmp;
3756
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3284 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3763 return 1;
3764 }
3287 } 3765 }
3288 } 3766 }
3289 }
3290 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3769 return 1;
3770 }
3293 } 3771 }
3294 }
3295 } 3772 }
3296 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3297 return 0; 3774 return 0;
3298} 3775}
3299 3776
3300/* 3777/*
3304 * attributes: 3781 * attributes:
3305 * object *who the dragon player 3782 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3307 * int level ability level 3784 * int level ability level
3308 */ 3785 */
3786void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3794 int i = 0, j = 0;
3316 3795
3317 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3326 3805
3327 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))
3328 return; 3823 return;
3329 3824
3330 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);
3331 tr = tr->next, i++); 3826 do_learn_spell (who, item, 0);
3332 3827 return;
3333 if (tr == NULL || tr->item == NULL) { 3828 }
3334 /* 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))
3335 return; 3839 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3840 if (item->invisible)
3841 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3843 do_learn_spell (who, item->inv, 0);
3361 return; 3844 return;
3362 } 3845 }
3363 } 3846 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3365 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 {
3366 3851
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3853 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3854 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3371 */ 3856 */
3372 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3373 /* Give new attacktype */ 3859 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3375 3861
3376 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3378 3864
3379 if (item->msg != NULL) 3865 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3867
3382 /* Give player new face */ 3868 /* Give player new face */
3383 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3384 who->face = skop->face; 3871 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3874 who->last_anim = 0;
3388 who->state = 0; 3875 who->state = 0;
3389 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3390 } 3877 }
3391 } 3878 }
3392 } 3879 }
3393 } 3880 }
3394 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3395 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3884 object *skin;
3885
3397 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3398 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);
3399 skin=skin->below);
3400 if (skin == NULL) return; 3888 if (skin == NULL)
3401 3889 return;
3890
3402 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3895
3406 /* print message */ 3896 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3899 {
3409 if(item->path_attuned & (1<<i)) { 3900 if (item->path_attuned & (1 << i))
3901 {
3410 if (j) 3902 if (j)
3411 strcat(buf," and "); 3903 strcat (buf, " and ");
3412 else 3904 else
3413 j = 1; 3905 j = 1;
3414 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3415 } 3907 }
3416 } 3908 }
3417 strcat(buf,"."); 3909 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3911 }
3420 3912
3421 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3920
3429 /* print message if there is one */ 3921 /* print message if there is one */
3430 if (item->msg != NULL) 3922 if (item->msg != NULL)
3431 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
3432 } 3926 {
3433 else {
3434 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3930 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3440 } 3933 }
3441} 3934}
3442 3935
3443/** 3936/**
3444 * 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
3445 * not readied. 3938 * not readied.
3446 */ 3939 */
3940void
3447void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3448 rangetype i; 3943 rangetype i;
3449 3944
3450 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 {
3451 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3452 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3454 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3455 } 3953 }
3456 } 3954 }
3457 } 3955 }
3458} 3956}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines