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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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
233 242
234 /* There are some elements we want initialized to non zero value - 243 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 244 * we deal with that below this point.
236 */ 245 */
237 p->party = NULL; 246 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 247 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 248 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 249 p->unapply = unapply_nochoice;
241 p->Swap_First = -1; 250 p->Swap_First = -1;
242 251
243#ifdef AUTOSAVE 252#ifdef AUTOSAVE
244 p->last_save_tick = 9999999; 253 p->last_save_tick = 9999999;
245#endif 254#endif
246 255
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248 257
249 op->contr = p; /* this aren't yet in archetype */ 258 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op; 259 p->ob = op;
251 op->speed_left = 0.5; 260 op->speed_left = 0.5;
252 op->speed = 1.0; 261 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */ 262 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2; 263 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */ 264 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 266
258 roll_stats (op); 267 roll_stats (op);
259 p->state = ST_ROLL_STAT; 268 p->state = ST_ROLL_STAT;
260 clear_los (op); 269 clear_los (op);
261 270
265 p->bowtype = bow_normal; 274 p->bowtype = bow_normal;
266 p->petmode = pet_normal; 275 p->petmode = pet_normal;
267 p->listening = 10; 276 p->listening = 10;
268 p->usekeys = containers; 277 p->usekeys = containers;
269 p->last_weapon_sp = -1; 278 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 279 p->peaceful = 1; /* default peaceful */
271 p->do_los = 1; 280 p->do_los = 1;
272 p->explore = 0; 281 p->explore = 0;
273 p->no_shout = 0; /* default can shout */ 282 p->no_shout = 0; /* default can shout */
274 283
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 284 assign (p->title, op->arch->clone.name);
276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race; 285 op->race = op->arch->clone.race;
278 286
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 287 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 288
281 /* we need to clear these to -1 and not zero - otherwise, 289 /* we need to clear these to -1 and not zero - otherwise,
299 p->socket.look_position = 0; 307 p->socket.look_position = 0;
300 return p; 308 return p;
301} 309}
302 310
303/* 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
304static void set_first_map(object *op) 313set_first_map (object *op)
305{ 314{
306 strcpy(op->contr->maplevel, first_map_path); 315 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 316 op->x = -1;
308 op->y = -1; 317 op->y = -1;
309 enter_exit(op, NULL); 318 enter_exit (op, NULL);
310} 319}
311 320
312/* Tries to add player on the connection passwd in ns. 321/* Tries to add player on the connection passwd in ns.
313 * 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
314 * mode. 323 * mode.
315 */ 324 */
316 325
326int
317int add_player(NewSocket *ns) { 327add_player (NewSocket * ns)
328{
318 player *p; 329 player *p;
319 330
320 p=get_player(NULL); 331 p = get_player (NULL);
321 p->socket = *ns; 332 p->socket = *ns;
322 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
323 if(p->socket.faces_sent == NULL) 335 if (p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY); 336 fatal (OUT_OF_MEMORY);
337
325 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));
326 /* 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.
327 * 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
328 * on the uncoming socket. 341 * on the uncoming socket.
329 */ 342 */
330 p->socket.inbuf.len = 0; 343 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 344 set_first_map (p->ob);
332 345
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob); 347 add_friendly_object (p->ob);
335 send_rules(p->ob); 348 send_rules (p->ob);
336 send_news(p->ob); 349 send_news (p->ob);
337 display_motd(p->ob); 350 display_motd (p->ob);
338 get_name(p->ob); 351 get_name (p->ob);
352
339 return 0; 353 return 0;
340} 354}
341 355
342/* 356/*
343 * get_player_archetype() return next player archetype from archetype 357 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 358 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 359 * Note: there MUST be at least one player archetype!
346 */ 360 */
361archetype *
347archetype *get_player_archetype(archetype* at) 362get_player_archetype (archetype *at)
348{ 363{
349 archetype *start = at; 364 archetype *start = at;
365
350 for (;;) { 366 for (;;)
367 {
351 if (at==NULL || at->next==NULL) 368 if (at == NULL || at->next == NULL)
352 at=first_archetype; 369 at = first_archetype;
353 else 370 else
354 at=at->next; 371 at = at->next;
355 if(at->clone.type==PLAYER) 372 if (at->clone.type == PLAYER)
356 return at; 373 return at;
357 if (at == start) { 374 if (at == start)
375 {
358 LOG (llevError, "No Player archetypes\n"); 376 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 377 exit (-1);
360 } 378 }
361 } 379 }
362} 380}
363 381
364 382
383object *
365object *get_nearest_player(object *mon) { 384get_nearest_player (object *mon)
385{
366 object *op = NULL; 386 object *op = NULL;
367 player *pl = NULL; 387 player *pl = NULL;
368 objectlink *ol; 388 objectlink *ol;
369 unsigned lastdist; 389 unsigned lastdist;
370 rv_vector rv; 390 rv_vector rv;
371 391
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 395 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 396 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 397 * list is also free, so encapsulate this in a while loop.
377 */ 398 */
378 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 {
379 object *tmp=ol->ob; 401 object *tmp = ol->ob;
380 402
381 /* 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
382 * itself will have been cleared. 404 * itself will have been cleared.
383 */ 405 */
384 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");
385 ol = ol->next; 407 ol = ol->next;
386 remove_friendly_object(tmp); 408 remove_friendly_object (tmp);
409 if (!ol)
387 if (!ol) return op; 410 return op;
388 } 411 }
389 412
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 415 * complicated method of state checking would be needed in any case -
393 * 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
394 * skip them over while waiting for confirmation. Remove 417 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 418 * on_same_map check, as can_detect_enemy also does this
396 */ 419 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 420 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 421 continue;
399 422
400 if(lastdist>rv.distance) { 423 if (lastdist > rv.distance)
424 {
401 op=ol->ob; 425 op = ol->ob;
402 lastdist=rv.distance; 426 lastdist = rv.distance;
403 } 427 }
404 } 428 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 429 for (pl = first_player; pl != NULL; pl = pl->next)
430 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 431 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
407 433
408 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
409 op=pl->ob; 436 op = pl->ob;
410 lastdist=rv.distance; 437 lastdist = rv.distance;
411 } 438 }
412 } 439 }
413 } 440 }
414#if 0 441#if 0
415 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)");
416#endif 443#endif
417 return op; 444 return op;
418} 445}
419 446
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 449 * detour a monster will take from the direction path when looking
459 * monster can in fact move one space in that direction. 486 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 489 * is blocking itself.
463 */ 490 */
491int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 492path_to_player (object *mon, object *pl, unsigned mindiff)
493{
465 rv_vector rv; 494 rv_vector rv;
466 sint16 x,y; 495 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 497 maptile *m, *lastmap;
469 498
470 get_rangevector(mon, pl, &rv, 0); 499 get_rangevector (mon, pl, &rv, 0);
471 500
472 if (rv.distance<mindiff) return 0; 501 if (rv.distance < mindiff)
502 return 0;
473 503
474 x=mon->x; 504 x = mon->x;
475 y=mon->y; 505 y = mon->y;
476 m=mon->map; 506 m = mon->map;
477 dir = rv.direction; 507 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 511 if (diff > max)
512 return 0;
482 while (diff >1 && max>0) { 513 while (diff > 1 && max > 0)
514 {
483 lastx = x; 515 lastx = x;
484 lasty = y; 516 lasty = y;
485 lastmap = m; 517 lastmap = m;
486 x = lastx + freearr_x[dir]; 518 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 519 y = lasty + freearr_y[dir];
488 520
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 521 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 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);
491 523
492 /* Space is blocked - try changing direction a little */ 524 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 526 && (m == mon->map && blocked_link (mon, m, x, y))))
527 {
495 /* recalculate direction from last good location. Possible 528 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 529 * we were not traversing ideal location before.
497 */ 530 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 532 if (rv.direction != dir)
533 {
500 /* OK - says direction should be different - lets reset the 534 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 535 * the values so it will try again.
502 */ 536 */
503 x = lastx; 537 x = lastx;
504 y = lasty; 538 y = lasty;
505 m = lastmap; 539 m = lastmap;
506 dir = firstdir = rv.direction; 540 dir = firstdir = rv.direction;
541 }
507 } else { 542 else
543 {
508 /* direct path is blocked - try taking a side step to 544 /* direct path is blocked - try taking a side step to
509 * either the left or right. 545 * either the left or right.
510 * Note increase the values in the loop below to be 546 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 547 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 548 * bigger detour. Have to be careful about these values getting
513 * 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
514 * stepping back and forth 550 * stepping back and forth
515 */ 551 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 {
554 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 555 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 556 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 557 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 558 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 559 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 560 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 561 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 563 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 564 * the last direction the creature has successfully
527 * moved. 565 * moved.
528 */ 566 */
529 567
530 x = lastx + freearr_x[absdir(lastdir+i)]; 568 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 569 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 570 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 571 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 572 if (mflags & P_OUT_OF_MAP)
573 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 574 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 575 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 577 if (mflags & P_BLOCKSVIEW)
578 continue;
538 579
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 580 if (m == mon->map && blocked_link (mon, m, x, y))
581 break;
540 } 582 }
541 /* go through entire loop without finding a valid 583 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 584 * sidestep to take - thus, no valid path.
543 */ 585 */
544 if (i==(DETOUR_AMOUNT+1)) 586 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 587 return 0;
546 diff--; 588 diff--;
547 lastdir=dir; 589 lastdir = dir;
548 max--; 590 max--;
549 if (!firstdir) firstdir = dir+i; 591 if (!firstdir)
592 firstdir = dir + i;
550 } /* else check alternate directions */ 593 } /* else check alternate directions */
551 } /* if blocked */ 594 } /* if blocked */
552 else { 595 else
596 {
553 /* we moved towards creature, so diff is less */ 597 /* we moved towards creature, so diff is less */
554 diff--; 598 diff--;
555 max--; 599 max--;
556 lastdir=dir; 600 lastdir = dir;
601 if (!firstdir)
557 if (!firstdir) firstdir = dir; 602 firstdir = dir;
603 }
604 if (diff <= 1)
558 } 605 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 606 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 607 * headed toward player for entire distance.
562 */ 608 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 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);
565 } 611 }
566 if (diff>max) return 0; 612 if (diff > max)
613 return 0;
567 } 614 }
568 /* 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 */
569 if (!max) return 0; 616 if (!max)
617 return 0;
570 618
571 return firstdir; 619 return firstdir;
572} 620}
573 621
622void
574void give_initial_items(object *pl,treasurelist *items) { 623give_initial_items (object *pl, treasurelist * items)
624{
575 object *op,*next=NULL; 625 object *op, *next = NULL;
576 626
577 if(pl->randomitems!=NULL) 627 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 629
580 for (op=pl->inv; op; op=next) { 630 for (op = pl->inv; op; op = next)
631 {
581 next = op->below; 632 next = op->below;
582 633
583 /* Forces get applied per default, unless they have the 634 /* Forces get applied per default, unless they have the
584 * 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
585 */ 636 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 638 SET_FLAG (op, FLAG_APPLIED);
588 639
589 /* we never give weapons/armour if these cannot be used 640 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 641 * by this player due to race restrictions
591 */ 642 */
592 if (pl->type == PLAYER) { 643 if (pl->type == PLAYER)
644 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 646 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 647 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 648 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 650 {
599 remove_ob (op); 651 remove_ob (op);
600 free_object (op); 652 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 653 continue;
623 } 654 }
624 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)
625 } 664 {
665 object *tmp;
626 666
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
627 if (op->type == SPELLBOOK && op->inv) { 682 if (op->type == SPELLBOOK && op->inv)
683 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 685 }
630 686
631 /* Give starting characters identified, uncursed, and undamned 687 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 689 * merged properly.
634 */ 690 */
635 if (need_identify(op)) { 691 if (need_identify (op))
692 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 693 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 694 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 695 CLEAR_FLAG (op, FLAG_DAMNED);
696 }
697 if (op->type == SPELL)
639 } 698 {
640 if(op->type==SPELL) {
641 remove_ob(op); 699 remove_ob (op);
642 free_object(op); 700 free_object (op);
643 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
644 } 704 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 706 op->stats.exp = 0;
648 op->level = 1; 707 op->level = 1;
649 } 708 }
650 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
653 713
654 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
655 link_player_skills(pl); 715 link_player_skills (pl);
656} 716}
657 717
718void
658void get_name(object *op) { 719get_name (object *op)
720{
659 op->contr->write_buf[0]='\0'; 721 op->contr->write_buf[0] = '\0';
660 op->contr->state=ST_GET_NAME; 722 op->contr->state = ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:"); 723 send_query (&op->contr->socket, 0, "What is your name?\n:");
662} 724}
663 725
726void
664void get_password(object *op) { 727get_password (object *op)
728{
665 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
666 op->contr->state=ST_GET_PASSWORD; 730 op->contr->state = ST_GET_PASSWORD;
667 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:");
668} 732}
669 733
734void
670void play_again(object *op) 735play_again (object *op)
671{ 736{
672 op->contr->state=ST_PLAY_AGAIN; 737 op->contr->state = ST_PLAY_AGAIN;
673 op->chosen_skill = NULL; 738 op->chosen_skill = NULL;
674 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)?");
675 /* 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
676 * player creation process that a user can quit (eg, roll 741 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick 742 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without 743 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense 744 * removing the player - it probably makes more sense
680 * 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
681 * cases. 746 * cases.
682 */ 747 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED)) 748 if (!QUERY_FLAG (op, FLAG_REMOVED))
684 remove_ob(op); 749 remove_ob (op);
685 /* 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,
686 * 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
687 * the map is null or not swapped out. 752 * the map is null or not swapped out.
688 */ 753 */
689 op->map = NULL; 754 op->map = NULL;
690} 755}
691 756
692 757int
693int receive_play_again(object *op, char key) 758receive_play_again (object *op, char key)
694{ 759{
695 if(key=='q'||key=='Q') { 760 if (key == 'q' || key == 'Q')
761 {
696 remove_friendly_object(op); 762 remove_friendly_object (op);
697 leave(op->contr,0); /* ericserver will draw the message */ 763 leave (op->contr, 0); /* ericserver will draw the message */
698 return 2; 764 return 2;
699 } 765 }
700 else if(key=='a'||key=='A') { 766 else if (key == 'a' || key == 'A')
767 {
701 player *pl = op->contr; 768 player *pl = op->contr;
702 shstr name = op->name; 769 shstr name = op->name;
703 770
704 remove_friendly_object(op); 771 op->contr = 0;
705 free_object(op); 772 op->type = 0;
773 op->destroy (1);
706 pl = get_player(pl); 774 pl = get_player (pl);
707 op = pl->ob; 775 op = pl->ob;
708 add_friendly_object(op); 776 add_friendly_object (op);
709 op->contr->password[0]='~'; 777 op->contr->password[0] = '~';
710 op->name = op->name_pl = 0; 778 op->name = op->name_pl = 0;
711 /* Lets put a space in here */ 779 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n"); 780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
713 get_name(op); 781 get_name (op);
714 op->name = op->name_pl = name; 782 op->name = op->name_pl = name;
715 set_first_map(op); 783 set_first_map (op);
716 } else { 784 }
785 else
717 /* user pressed something else so just ask again... */ 786 /* user pressed something else so just ask again... */
718 play_again(op); 787 play_again (op);
719 } 788
720 return 0; 789 return 0;
721} 790}
722 791
792void
723void confirm_password(object *op) { 793confirm_password (object *op)
794{
724 795
725 op->contr->write_buf[0]='\0'; 796 op->contr->write_buf[0] = '\0';
726 op->contr->state=ST_CONFIRM_PASSWORD; 797 op->contr->state = ST_CONFIRM_PASSWORD;
727 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:");
728} 799}
729 800
801void
730void get_party_password(object *op, partylist *party) { 802get_party_password (object *op, partylist *party)
803{
731 if (party == NULL) { 804 if (party == NULL)
805 {
732 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);
733 return; 807 return;
734 } 808 }
735 op->contr->write_buf[0]='\0'; 809 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 810 op->contr->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 811 op->contr->party_to_join = party;
738 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:");
739} 813}
740 814
741 815
742/* 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
743int roll_stat(void) { 818roll_stat (void)
819{
744 int a[4],i,j,k; 820 int a[4], i, j, k;
745 821
746 for(i=0;i<4;i++) 822 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 823 a[i] = (int) RANDOM () % 6 + 1;
748 824
749 for(i=0,j=0,k=7;i<4;i++) 825 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 826 if (a[i] < k)
751 k=a[i],j=i; 827 k = a[i], j = i;
752 828
753 for(i=0,k=0;i<4;i++) { 829 for (i = 0, k = 0; i < 4; i++)
830 {
754 if(i!=j) 831 if (i != j)
755 k+=a[i]; 832 k += a[i];
756 } 833 }
757 return k; 834 return k;
758} 835}
759 836
837void
760void roll_stats(object *op) { 838roll_stats (object *op)
839{
761 int sum=0; 840 int sum = 0;
762 int i = 0, j = 0; 841 int i = 0, j = 0;
763 int statsort[7]; 842 int statsort[7];
764 843
844 do
765 do { 845 {
766 op->stats.Str=roll_stat(); 846 op->stats.Str = roll_stat ();
767 op->stats.Dex=roll_stat(); 847 op->stats.Dex = roll_stat ();
768 op->stats.Int=roll_stat(); 848 op->stats.Int = roll_stat ();
769 op->stats.Con=roll_stat(); 849 op->stats.Con = roll_stat ();
770 op->stats.Wis=roll_stat(); 850 op->stats.Wis = roll_stat ();
771 op->stats.Pow=roll_stat(); 851 op->stats.Pow = roll_stat ();
772 op->stats.Cha=roll_stat(); 852 op->stats.Cha = roll_stat ();
773 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;
774 op->stats.Con+op->stats.Wis+op->stats.Pow+ 854 }
775 op->stats.Cha;
776 } while(sum<82||sum>116); 855 while (sum < 82 || sum > 116);
777 856
778 /* Sort the stats so that rerolling is easier... */ 857 /* Sort the stats so that rerolling is easier... */
779 statsort[0] = op->stats.Str; 858 statsort[0] = op->stats.Str;
780 statsort[1] = op->stats.Dex; 859 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int; 860 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con; 861 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis; 862 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow; 863 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha; 864 statsort[6] = op->stats.Cha;
786 865
787 /* a quick and dirty bubblesort? */ 866 /* a quick and dirty bubblesort? */
867 do
788 do { 868 {
789 if (statsort[i] < statsort[i + 1]) { 869 if (statsort[i] < statsort[i + 1])
870 {
790 j = statsort[i]; 871 j = statsort[i];
791 statsort[i] = statsort[i + 1]; 872 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j; 873 statsort[i + 1] = j;
793 i = 0; 874 i = 0;
875 }
794 } else { 876 else
877 {
795 i++; 878 i++;
796 } 879 }
880 }
797 } while (i < 6); 881 while (i < 6);
798 882
799 op->stats.Str = statsort[0]; 883 op->stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 884 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 885 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 886 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 887 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 888 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 889 op->stats.Cha = statsort[6];
806 890
807 891
808 op->contr->orig_stats.Str=op->stats.Str; 892 op->contr->orig_stats.Str = op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex; 893 op->contr->orig_stats.Dex = op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int; 894 op->contr->orig_stats.Int = op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con; 895 op->contr->orig_stats.Con = op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis; 896 op->contr->orig_stats.Wis = op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow; 897 op->contr->orig_stats.Pow = op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha; 898 op->contr->orig_stats.Cha = op->stats.Cha;
815 899
816 op->level=1; 900 op->level = 1;
817 op->stats.exp=0; 901 op->stats.exp = 0;
818 op->stats.ac=0; 902 op->stats.ac = 0;
819 903
820 op->contr->levhp[1] = 9; 904 op->contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 905 op->contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 906 op->contr->levgrace[1] = 3;
823 907
824 fix_player(op); 908 fix_player (op);
825 op->stats.hp = op->stats.maxhp; 909 op->stats.hp = op->stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 910 op->stats.sp = op->stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 911 op->stats.grace = op->stats.maxgrace;
828 op->contr->orig_stats=op->stats; 912 op->contr->orig_stats = op->stats;
829} 913}
830 914
915void
831void Roll_Again(object *op) 916Roll_Again (object *op)
832{ 917{
833 esrv_new_player(op->contr, 0); 918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
834 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)? ");
835} 921}
836 922
923void
837void Swap_Stat(object *op,int Swap_Second) 924Swap_Stat (object *op, int Swap_Second)
838{ 925{
839 signed char tmp; 926 signed char tmp;
840 char buf[MAX_BUF]; 927 char buf[MAX_BUF];
841 928
842 if ( op->contr->Swap_First == -1 ) { 929 if (op->contr->Swap_First == -1)
930 {
843 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?!?!!!");
844 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,");
845 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");
846 return; 934 return;
847 } 935 }
848 936
849 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);
850 938
851 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));
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853 940
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
855 942
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); 943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 944 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 945 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex; 946 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con; 947 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int; 948 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis; 949 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow; 950 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha; 951 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0; 952 op->stats.ac = 0;
866 953
867 op->level=1; 954 op->level = 1;
868 op->stats.exp=0; 955 op->stats.exp = 0;
869 op->stats.ac=0; 956 op->stats.ac = 0;
870 957
871 op->contr->levhp[1] = 9; 958 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6; 959 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3; 960 op->contr->levgrace[1] = 3;
874 961
875 fix_player(op); 962 fix_player (op);
876 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace; 965 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats; 966 op->contr->orig_stats = op->stats;
880 op->contr->Swap_First=-1; 967 op->contr->Swap_First = -1;
881} 968}
882 969
883 970
884/* This code has been greatly reduced, because with set_attr_value 971/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric 972 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered 973 * ids. stat_trans is a table that translate the number entered
887 * 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
888 * 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
889 * the number's access that stat. The table does that translation. 976 * the number's access that stat. The table does that translation.
890 */ 977 */
978int
891int key_roll_stat(object *op, char key) 979key_roll_stat (object *op, char key)
892{ 980{
893 int keynum = key -'0'; 981 int keynum = key - '0';
894 char buf[MAX_BUF]; 982 char buf[MAX_BUF];
895 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 };
896 984
897 if (keynum>0 && keynum<=7) { 985 if (keynum > 0 && keynum <= 7)
986 {
898 if (op->contr->Swap_First==-1) { 987 if (op->contr->Swap_First == -1)
988 {
899 op->contr->Swap_First=stat_trans[keynum]; 989 op->contr->Swap_First = stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); 990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 991 new_draw_info (NDI_UNIQUE, 0, op, buf);
902 } 992 }
903 else 993 else
904 Swap_Stat(op,stat_trans[keynum]); 994 Swap_Stat (op, stat_trans[keynum]);
905 995
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);
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); 1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
907 return 1; 1031 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917 1032
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y': 1033 case 'q':
934 case 'Y': 1034 case 'Q':
935 roll_stats(op); 1035 play_again (op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1; 1036 return 1;
938 1037
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default: 1038 default:
945 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?");
946 return 0; 1040 return 0;
947 } 1041 }
948 return 0; 1042 return 0;
949} 1043}
950 1044
951/* This function takes the key that is passed, and does the 1045/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 1046 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 1047 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 1048 * separate race and class; this actually changes the RACE,
955 * not the class. 1049 * not the class.
956 */ 1050 */
957 1051
1052int
958int key_change_class(object *op, char key) 1053key_change_class (object *op, char key)
959{ 1054{
960 int tmp_loop; 1055 int tmp_loop;
961 1056
962 if(key=='q'||key=='Q') { 1057 if (key == 'q' || key == 'Q')
1058 {
963 remove_ob(op); 1059 remove_ob (op);
964 play_again(op); 1060 play_again (op);
965 return 0; 1061 return 0;
966 } 1062 }
967 if(key=='d'||key=='D') { 1063 if (key == 'd' || key == 'D')
1064 {
968 char buf[MAX_BUF]; 1065 char buf[MAX_BUF];
969 1066
970 /* this must before then initial items are given */ 1067 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 1068 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); 1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
973 1070
974 INVOKE_PLAYER (BIRTH, op->contr); 1071 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 1072 INVOKE_PLAYER (LOGIN, op->contr);
976 1073
977 op->contr->state=ST_PLAYING; 1074 op->contr->state = ST_PLAYING;
978 1075
979 if (op->msg) 1076 if (op->msg)
980 op->msg=NULL; 1077 op->msg = NULL;
981 1078
982 /* 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
983 * to save here. 1080 * to save here.
984 */ 1081 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 1083 make_path_to_file (buf);
987 1084
988#ifdef AUTOSAVE 1085#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 1086 op->contr->last_save_tick = pticks;
990#endif 1087#endif
991 start_info(op); 1088 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 1089 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 1090 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 1091 link_player_skills (op);
995 esrv_send_inventory(op, op); 1092 esrv_send_inventory (op, op);
996 fix_player(op); 1093 fix_player (op);
997 1094
998 /* This moves the player to a different start map, if there 1095 /* This moves the player to a different start map, if there
999 * is one for this race 1096 * is one for this race
1000 */ 1097 */
1001 if(*first_map_ext_path) { 1098 if (*first_map_ext_path)
1099 {
1002 object *tmp; 1100 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 1101 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 1102
1006 first_map_ext_path, &op->arch->name); 1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 1104 tmp = get_object ();
1008 EXIT_PATH(tmp) = mapname; 1105 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 1106 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 1107 EXIT_Y (tmp) = op->y;
1011 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;
1012 * if the map isn't there, then stay on the 1109 * if the map isn't there, then stay on the
1013 * default initial map */ 1110 * default initial map */
1014 free_object(tmp); 1111 free_object (tmp);
1112 }
1015 } else { 1113 else
1114 {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 1115 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 1116 }
1018 return 0; 1117 return 0;
1019 } 1118 }
1020 1119
1021 /* Following actually changes the race - this is the default command 1120 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 1121 * if we don't match with one of the options above.
1023 */ 1122 */
1024 1123
1025 tmp_loop = 0; 1124 tmp_loop = 0;
1026 while(!tmp_loop) { 1125 while (!tmp_loop)
1126 {
1027 shstr name = op->name; 1127 shstr name = op->name;
1028 int x = op->x, y = op->y; 1128 int x = op->x, y = op->y;
1129
1029 remove_statbonus(op); 1130 remove_statbonus (op);
1030 remove_ob (op); 1131 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch); 1132 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 1133 copy_object (&op->arch->clone, op);
1033 op->instantiate (); 1134 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 1135 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 1136 op->name = op->name_pl = name;
1036 op->x = x; 1137 op->x = x;
1037 op->y = y; 1138 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 1139 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 1140 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 1141 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 1142 add_statbonus (op);
1043 tmp_loop=allowed_class(op); 1143 tmp_loop = allowed_class (op);
1044 } 1144 }
1145
1045 update_object(op,UP_OBJ_FACE); 1146 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 1147 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 1148 fix_player (op);
1048 op->stats.hp=op->stats.maxhp; 1149 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 1150 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 1151 op->stats.grace = 0;
1152
1051 if (op->msg) 1153 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1053 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");
1054 return 0; 1157 return 0;
1055} 1158}
1056 1159
1160int
1057int key_confirm_quit(object *op, char key) 1161key_confirm_quit (object *op, char key)
1058{ 1162{
1059 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1060 1164
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1062 op->contr->state=ST_PLAYING; 1167 op->contr->state = ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1064 return 1; 1169 return 1;
1065 } 1170 }
1066 1171
1067 INVOKE_PLAYER (LOGOUT, op->contr); 1172 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr); 1173 INVOKE_PLAYER (QUIT, op->contr);
1069 1174
1070 terminate_all_pets(op); 1175 terminate_all_pets (op);
1071 leave_map(op); 1176 leave_map (op);
1072 op->direction=0; 1177 op->direction = 0;
1073 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);
1074 "%s quits the game.", &op->name);
1075 1179
1076 strcpy(op->contr->killer,"quit"); 1180 strcpy (op->contr->killer, "quit");
1077 check_score(op); 1181 check_score (op);
1078 op->contr->party=NULL; 1182 op->contr->party = NULL;
1079 if (settings.set_title == TRUE) 1183 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0'; 1184 op->contr->own_title[0] = '\0';
1081 1185
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1083 mapstruct *mp, *next; 1188 maptile *mp, *next;
1084 1189
1085 /* 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
1086 * 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,
1087 * 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
1088 */ 1193 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1091 next = mp->next; 1197 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf))) 1198 if (!strncmp (mp->path, buf, strlen (buf)))
1093 delete_map(mp); 1199 delete_map (mp);
1094 }
1095 1200 }
1201
1096 delete_character(op->name, 1); 1202 delete_character (op->name, 1);
1097 } 1203 }
1204
1098 play_again(op); 1205 play_again (op);
1099 return 1; 1206 return 1;
1100} 1207}
1101 1208
1209void
1102void flee_player(object *op) { 1210flee_player (object *op)
1211{
1103 int dir,diff; 1212 int dir, diff;
1104 rv_vector rv; 1213 rv_vector rv;
1105 1214
1106 if(op->stats.hp < 0) { 1215 if (op->stats.hp < 0)
1216 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 1217 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 1218 CLEAR_FLAG (op, FLAG_SCARED);
1109 return; 1219 return;
1110 } 1220 }
1111 1221
1112 if(op->enemy==NULL) { 1222 if (op->enemy == NULL)
1223 {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1224 LOG (llevDebug, "Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED); 1225 CLEAR_FLAG (op, FLAG_SCARED);
1115 return; 1226 return;
1116 } 1227 }
1117 1228
1118 /* Seen some crashes here. Since we don't store an 1229 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the 1230 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled. 1231 * actual enemy, and the object is recycled.
1121 */ 1232 */
1122 if (op->enemy->map == NULL) { 1233 if (op->enemy->map == NULL)
1234 {
1123 CLEAR_FLAG(op, FLAG_SCARED); 1235 CLEAR_FLAG (op, FLAG_SCARED);
1124 op->enemy=NULL; 1236 op->enemy = NULL;
1125 return; 1237 return;
1126 } 1238 }
1127 1239
1128 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 {
1129 op->enemy=NULL; 1242 op->enemy = NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1131 return; 1244 return;
1132 } 1245 }
1133 get_rangevector(op, op->enemy, &rv, 0); 1246 get_rangevector (op, op->enemy, &rv, 0);
1134 1247
1135 dir=absdir(4+rv.direction); 1248 dir = absdir (4 + rv.direction);
1136 for(diff=0;diff<3;diff++) { 1249 for (diff = 0; diff < 3; diff++)
1250 {
1137 int m=1-(RANDOM()&2); 1251 int m = 1 - (RANDOM () & 2);
1138 if(move_ob(op,absdir(dir+diff*m),op)|| 1252
1139 (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)))
1140 return;
1141 } 1254 {
1255 return;
1256 }
1142 } 1257 }
1143 /* Cornered, get rid of scared */ 1258 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1259 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1260 op->enemy = NULL;
1146} 1261}
1147 1262
1148 1263
1149/* 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.
1150 * 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
1151 * stop. 1266 * stop.
1152 */ 1267 */
1268int
1153int check_pick(object *op) { 1269check_pick (object *op)
1270{
1154 object *tmp, *next; 1271 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1272 int stop = 0;
1157 int j, k, wvratio; 1273 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1274 char putstring[128], tmpstr[16];
1159 1275
1160
1161 /* if you're flying, you cna't pick up anything */ 1276 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1277 if (op->move_type & MOVE_FLYING)
1163 return 1; 1278 return 1;
1164 1279
1165 op_tag = op->count;
1166
1167 next = op->below; 1280 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1281
1171 /* 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
1172 * destroyed */ 1283 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1284 while (next && !next->destroyed ())
1174 { 1285 {
1175 tmp = next; 1286 tmp = next;
1176 next = tmp->below; 1287 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1288
1180 if (was_destroyed (op, op_tag)) 1289 if (op->destroyed ())
1181 return 0; 1290 return 0;
1182 1291
1183 if ( ! can_pick (op, tmp)) 1292 if (!can_pick (op, tmp))
1184 continue; 1293 continue;
1185 1294
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1296 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1297 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1298 pick_up (op, tmp);
1190 continue; 1299 continue;
1191 } 1300 }
1192 1301
1193 /* high not bit set? We're using the old autopickup model */ 1302 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1303 if (!(op->contr->mode & PU_NEWMODE))
1304 {
1195 switch (op->contr->mode) { 1305 switch (op->contr->mode)
1306 {
1307 case 0:
1196 case 0: return 1; /* don't pick up */ 1308 return 1; /* don't pick up */
1309 case 1:
1197 case 1: pick_up (op, tmp); 1310 pick_up (op, tmp);
1198 return 1; 1311 return 1;
1312 case 2:
1199 case 2: pick_up (op, tmp); 1313 pick_up (op, tmp);
1200 return 0; 1314 return 0;
1315 case 3:
1201 case 3: return 0; /* stop before pickup */ 1316 return 0; /* stop before pickup */
1317 case 4:
1202 case 4: pick_up (op, tmp); 1318 pick_up (op, tmp);
1203 break; 1319 break;
1320 case 5:
1204 case 5: pick_up (op, tmp); 1321 pick_up (op, tmp);
1205 stop = 1; 1322 stop = 1;
1206 break; 1323 break;
1207 case 6: 1324 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1326 pick_up (op, tmp);
1211 break; 1327 break;
1212 1328
1213 case 7: 1329 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1330 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1331 pick_up (op, tmp);
1216 break; 1332 break;
1217 1333
1218 default: 1334 default:
1219 /* use value density */ 1335 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1338 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1339 }
1252 } 1340 }
1253 } 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))));
1254 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);
1255 1368
1256#if 0 1369#if 0
1257 /* print the flags too */ 1370 /* print the flags too */
1258 for(k=0;k<4;k++) 1371 for (k = 0; k < 4; k++)
1259 { 1372 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1261 for(j=0;j<32;j++) 1374 for (j = 0; j < 32; j++)
1262 { 1375 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1264 if(!((j+1)%4))fprintf(stderr," "); 1377 if (!((j + 1) % 4))
1265 } 1378 fprintf (stderr, " ");
1379 }
1266 fprintf(stderr," [%d]\n", k*32); 1380 fprintf (stderr, " [%d]\n", k * 32);
1267 } 1381 }
1268#endif 1382#endif
1269 } 1383 }
1270 /* philosophy: 1384 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 1386 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 1387 * and selections, select-items shoul dbe used. This is a
1274 * 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
1275 * example. 1389 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 1392 * convert to decimal and then 'pickup <#>
1279 */ 1393 */
1280 1394
1281 /* the first two modes are exclusive: if NOTHING we return, if 1395 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 1396 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 1397 * meaning if any test passes, the item gets picked up. */
1284 1398
1285 /* if mode is set to pick nothing up, return */ 1399 /* if mode is set to pick nothing up, return */
1286 1400
1287 if(op->contr->mode & PU_NOTHING) return 1; 1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1288 1403
1289 /* if mode is set to stop when encountering objects, return */ 1404 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 1405 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 1406 * anything up */
1292 1407
1293 if(op->contr->mode & PU_STOP) return 0; 1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1294 1410
1295 /* useful for going into stores and not losing your settings... */ 1411 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 1413 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1299 1416
1300 /* prevent us from turning into auto-thieves :) */ 1417 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1302 1420
1303 /* ignore known cursed objects */ 1421 /* ignore known cursed objects */
1304 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;
1305 1424
1306 /* all food and drink if desired */ 1425 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 1426 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 1427 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 1428 if (tmp->type == FOOD)
1310 { 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 }
1311 if(op->contr->mode & PU_DRINK) 1435 if (op->contr->mode & PU_DRINK)
1312 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)))
1313 { 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 }
1314 1443
1315 if(op->contr->mode & PU_POTION) 1444 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 1445 if (tmp->type == POTION)
1317 { 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 }
1318 1452
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 1453 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 1454 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 1455 if (tmp->type == SPELLBOOK)
1322 { 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 }
1323 if(op->contr->mode & PU_SKILLSCROLL) 1462 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 1463 if (tmp->type == SKILLSCROLL)
1325 { 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 }
1326 if(op->contr->mode & PU_READABLES) 1470 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { 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 }
1329 1478
1330 /* wands/staves/rods/horns */ 1479 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { 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 }
1334 1488
1335 /* pick up all magical items */ 1489 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 1490 if (op->contr->mode & PU_MAGICAL)
1337 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))
1338 { 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 }
1339 1498
1340 if(op->contr->mode & PU_VALUABLES) 1499 if (op->contr->mode & PU_VALUABLES)
1341 { 1500 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 1501 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1502 {
1344 } 1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue;
1507 }
1508 }
1345 1509
1346 /* rings & amulets - talismans seems to be typed AMULET */ 1510 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1511 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1512 if (tmp->type == RING || tmp->type == AMULET)
1349 { 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 }
1350 1519
1351 /* bows and arrows. Bows are good for selling! */ 1520 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1521 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1522 if (tmp->type == BOW)
1354 { 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 }
1355 if(op->contr->mode & PU_ARROW) 1529 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1530 if (tmp->type == ARROW)
1357 { 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 }
1358 1537
1359 /* all kinds of armor etc. */ 1538 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1539 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1540 if (tmp->type == ARMOUR)
1362 { 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 }
1363 if(op->contr->mode & PU_HELMET) 1547 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1548 if (tmp->type == HELMET)
1365 { 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 }
1366 if(op->contr->mode & PU_SHIELD) 1555 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1556 if (tmp->type == SHIELD)
1368 { 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 }
1369 if(op->contr->mode & PU_BOOTS) 1563 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1564 if (tmp->type == BOOTS)
1371 { 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 }
1372 if(op->contr->mode & PU_GLOVES) 1571 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1572 if (tmp->type == GLOVES)
1374 { 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 }
1375 if(op->contr->mode & PU_CLOAK) 1579 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1580 if (tmp->type == CLOAK)
1377 { 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 }
1378 1587
1379 /* hoping to catch throwing daggers here */ 1588 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1589 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1382 { 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 }
1383 1597
1384 /* careful: chairs and tables are weapons! */ 1598 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1599 if (op->contr->mode & PU_ALLWEAPON)
1386 { 1600 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL) 1601 if (tmp->type == WEAPON && tmp->name != NULL)
1388 { 1602 {
1389 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 &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1605 {
1392 } 1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1393 if(tmp->type == WEAPON && tmp->name==NULL) 1612 if (tmp->type == WEAPON && tmp->name == NULL)
1394 { 1613 {
1395 if(strstr(tmp->arch->name,"table")==NULL && 1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1396 strstr(tmp->arch->name,"chair")==NULL) 1615 {
1397 { 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 }
1398 } 1622 }
1399 }
1400 1623
1401 /* misc stuff that's useful */ 1624 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1625 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { 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 }
1405 1633
1406 /* 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
1407 * pickups */ 1635 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1636 if (op->contr->mode & PU_RATIO)
1409 { 1637 {
1410 /* use value density to decide what else to grab */ 1638 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1639 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1415 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)
1416 { 1644 {
1417 pick_up(op, tmp); 1645 pick_up (op, tmp);
1418#if 0 1646#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1648 if (tmp->name != NULL)
1649 {
1421 fprintf(stderr,"%s", tmp->name); 1650 fprintf (stderr, "%s", tmp->name);
1422 } 1651 }
1652 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1653 fprintf (stderr, "%s", tmp->arch->name);
1424 fprintf(stderr,",%d] = ", tmp->type); 1654 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1656#endif
1427 continue; 1657 continue;
1658 }
1428 } 1659 }
1660 } /* the new pickup model */
1429 } 1661 }
1430 } /* the new pickup model */
1431 }
1432 return ! stop; 1662 return !stop;
1433} 1663}
1434 1664
1435/* 1665/*
1436 * Find an arrow in the inventory and after that 1666 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1667 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1668 * found object is returned.
1439 */ 1669 */
1670object *
1440object *find_arrow(object *op, const char *type) 1671find_arrow (object *op, const char *type)
1441{ 1672{
1442 object *tmp = NULL; 1673 object *tmp = NULL;
1443 1674
1444 for(op=op->inv; op; op=op->below) 1675 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1677 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1678 else if (op->type == ARROW && op->race == type)
1449 return op; 1679 return op;
1450 return tmp; 1680 return tmp;
1451} 1681}
1452 1682
1453/* 1683/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1688 */
1459 1689
1690object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1691find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1692{
1462 object *tmp = NULL, *arrow, *ntmp; 1693 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1694 int attacknum, attacktype, betterby = 0, i;
1464 1695
1465 if (!type) 1696 if (!type)
1466 return NULL; 1697 return NULL;
1467 1698
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1699 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1700 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702 {
1471 i = 0; 1703 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1704 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1705 if (i > betterby)
1706 {
1474 tmp = ntmp; 1707 tmp = ntmp;
1475 betterby = i; 1708 betterby = i;
1476 } 1709 }
1710 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1711 else if (arrow->type == ARROW && arrow->race == type)
1712 {
1478 /* allways prefer assasination/slaying */ 1713 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1715 {
1481 if (arrow->attacktype & AT_DEATH) { 1716 if (arrow->attacktype & AT_DEATH)
1717 {
1482 *better = 100; 1718 *better = 100;
1483 return arrow; 1719 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1720 }
1488 } else { 1721 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1722 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1723 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1724 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1725 }
1505 } 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 }
1506 } 1749 }
1750 }
1507 } 1751 }
1508 if (tmp == NULL && arrow == NULL) 1752 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1753 return find_arrow (op, type);
1510 1754
1511 *better = betterby; 1755 *better = betterby;
1512 return tmp; 1756 return tmp;
1513} 1757}
1514 1758
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1760 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1761 * op = the shooter
1518 * type = bow->race 1762 * type = bow->race
1519 * dir = fire direction 1763 * dir = fire direction
1520 */ 1764 */
1521 1765
1766object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1767pick_arrow_target (object *op, const char *type, int dir)
1523{ 1768{
1524 object *tmp = NULL; 1769 object *tmp = NULL;
1525 mapstruct *m; 1770 maptile *m;
1526 int i, mflags, found, number; 1771 int i, mflags, found, number;
1527 sint16 x, y; 1772 sint16 x, y;
1528 1773
1529 if (op->map == NULL) 1774 if (op->map == NULL)
1530 return find_arrow(op, type); 1775 return find_arrow (op, type);
1531 1776
1532 /* do a dex check */ 1777 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1778 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1780 return find_arrow (op, type);
1536 1781
1537 m = op->map; 1782 m = op->map;
1538 x = op->x; 1783 x = op->x;
1539 y = op->y; 1784 y = op->y;
1540 1785
1541 /* find the first target */ 1786 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1787 for (i = 0, found = 0; i < 20; i++)
1788 {
1543 x += freearr_x[dir]; 1789 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1790 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1791 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 {
1547 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)
1548 break; 1814 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1815 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1816 }
1566 if (tmp == NULL) 1817 if (tmp == NULL)
1567 return find_arrow(op, type); 1818 return find_arrow (op, type);
1568 1819
1569 if (tmp->head) 1820 if (tmp->head)
1570 tmp = tmp->head; 1821 tmp = tmp->head;
1571 1822
1572 return find_better_arrow(op, tmp, type, &i); 1823 return find_better_arrow (op, tmp, type, &i);
1573} 1824}
1574 1825
1575/* 1826/*
1576 * Creature fires a bow - op can be monster or player. Returns 1827 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1828 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1831 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1834 * player fire modes.
1584 */ 1835 */
1836int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1838{
1588 object *left, *bow; 1839 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1840 int bowspeed, mflags;
1591 mapstruct *m; 1841 maptile *m;
1592 1842
1593 if (!dir) { 1843 if (!dir)
1844 {
1594 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!");
1595 return 0; 1846 return 0;
1596 } 1847 }
1597 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1849 bow = op->contr->ranges[range_bow];
1599 else { 1850 else
1851 {
1600 for(bow=op->inv; bow; bow=bow->below) 1852 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1855 */
1604 if(bow->type==BOW) 1856 if (bow->type == BOW)
1605 break; 1857 break;
1606 1858
1607 if (!bow) { 1859 if (!bow)
1860 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1862 return 0;
1610 } 1863 }
1611 } 1864 }
1612 if( !bow->race || !bow->skill) { 1865 if (!bow->race || !bow->skill)
1866 {
1613 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);
1614 return 0; 1868 return 0;
1615 } 1869 }
1616 1870
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1872
1619 /* penalize ROF for bestarrow */ 1873 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1) 1876 if (bowspeed < 1)
1623 bowspeed = 1; 1877 bowspeed = 1;
1624 1878
1625 if (arrow == NULL) { 1879 if (arrow == NULL)
1880 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1881 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 {
1627 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1886 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1887 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1888 return 0;
1634 } 1889 }
1635 } 1890 }
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1892 if (mflags & P_OUT_OF_MAP)
1893 {
1638 return 0; 1894 return 0;
1639 } 1895 }
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 {
1641 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.");
1642 return 0; 1899 return 0;
1643 } 1900 }
1644 1901
1645 /* this should not happen, but sometimes does */ 1902 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1903 if (arrow->nrof == 0)
1904 {
1647 remove_ob(arrow); 1905 remove_ob (arrow);
1648 free_object(arrow); 1906 free_object (arrow);
1649 return 0; 1907 return 0;
1650 } 1908 }
1651 1909
1652 left = arrow; /* these are arrows left to the player */ 1910 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1911 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1912 if (arrow == NULL)
1913 {
1656 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);
1657 return 0; 1915 return 0;
1658 } 1916 }
1659 set_owner(arrow, op); 1917 set_owner (arrow, op);
1660 arrow->skill = bow->skill; 1918 arrow->skill = bow->skill;
1661 1919
1662 arrow->direction=dir; 1920 arrow->direction = dir;
1663 arrow->x = sx; 1921 arrow->x = sx;
1664 arrow->y = sy; 1922 arrow->y = sy;
1665 1923
1666 if (op->type == PLAYER) { 1924 if (op->type == PLAYER)
1925 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1927 fix_player (op);
1669 } 1928 }
1670 1929
1671 SET_ANIMATION(arrow, arrow->direction); 1930 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1932 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1933 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1934 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1935 arrow->spellarg = strdup_local (arrow->slaying);
1677 1936
1678 /* Note that this was different for monsters - they got their level 1937 /* Note that this was different for monsters - they got their level
1679 * 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.
1680 */ 1939 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1943 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 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;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1946
1692 if (arrow->speed < 1.0) 1947 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0; 1948 arrow->speed = 1.0;
1694 update_ob_speed(arrow); 1949 update_ob_speed (arrow);
1695 arrow->speed_left = 0; 1950 arrow->speed_left = 0;
1696 1951
1697 if (op->type == PLAYER) { 1952 if (op->type == PLAYER)
1953 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 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;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1957
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1959 }
1960 else
1961 {
1705 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;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1963 arrow->level = op->level;
1709 } 1964 }
1965
1710 if (arrow->attacktype == AT_PHYSICAL) 1966 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1967 arrow->attacktype |= bow->attacktype;
1968
1712 if (bow->slaying != NULL) 1969 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1970 arrow->slaying = bow->slaying;
1714 1971
1715 arrow->map = m; 1972 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1973 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1975
1719 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);
1720 tag = arrow->count;
1721 insert_ob_in_map(arrow, m, op, 0); 1977 insert_ob_in_map (arrow, m, op, 0);
1722 1978
1723 if (!was_destroyed(arrow, tag)) 1979 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1980 move_arrow (arrow);
1725 1981
1726 if (op->type == PLAYER) { 1982 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1983 {
1984 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1985 esrv_del_item (op->contr, left->count);
1729 else 1986 else
1730 esrv_send_item(op, left); 1987 esrv_send_item (op, left);
1731 } 1988 }
1989
1732 return 1; 1990 return 1;
1733} 1991}
1734 1992
1735/* Special fire code for players - this takes into 1993/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1994 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1995 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1996 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1997 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1998 * hence the function name.
1741 */ 1999 */
2000int
1742int player_fire_bow(object *op, int dir) 2001player_fire_bow (object *op, int dir)
1743{ 2002{
1744 int ret=0, wcmod=0; 2003 int ret = 0, wcmod = 0;
1745 2004
1746 if (op->contr->bowtype == bow_bestarrow) { 2005 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 2006 {
1748 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);
1749 dir, 0, op->x, op->y); 2008 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 2012 wcmod = -1;
1753 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);
1754 op->x, op->y); 2014 }
1755 } else if (op->contr->bowtype == bow_threewide) { 2015 else if (op->contr->bowtype == bow_threewide)
2016 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 2021 else if (op->contr->bowtype == bow_spreadshot)
2022 {
1760 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);
1761 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);
1762 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);
1763 2026
1764 } else { 2027 }
2028 else
2029 {
1765 /* Simple case */ 2030 /* Simple case */
1766 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);
1767 } 2032 }
1768 return ret; 2033 return ret;
1769} 2034}
1770 2035
1771 2036
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 2037/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 2038 * Broken apart from 'fire' to keep it more readable.
1774 */ 2039 */
2040void
1775void fire_misc_object(object *op, int dir) 2041fire_misc_object (object *op, int dir)
1776{ 2042{
1777 object *item; 2043 object *item;
1778 2044
1779 if (!op->contr->ranges[range_misc]) { 2045 if (!op->contr->ranges[range_misc])
2046 {
1780 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.");
1781 return; 2048 return;
1782 } 2049 }
1783 2050
1784 item = op->contr->ranges[range_misc]; 2051 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 2052 if (!item->inv)
2053 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 2054 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 2055 return;
1788 } 2056 }
1789 if (item->type == WAND) { 2057 if (item->type == WAND)
2058 {
1790 if(item->stats.food<=0) { 2059 if (item->stats.food <= 0)
2060 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 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));
1793 return; 2063 return;
1794 } 2064 }
2065 }
1795 } else if (item->type == ROD || item->type==HORN) { 2066 else if (item->type == ROD || item->type == HORN)
2067 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 2071 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 2073 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 2075 return;
1805 } 2076 }
1806 } 2077 }
1807 2078
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 2079 if (cast_spell (op, item, dir, item->inv, NULL))
2080 {
1809 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 */
1810 if (item->type == WAND) { 2082 if (item->type == WAND)
2083 {
1811 if (!(--item->stats.food)) { 2084 if (!(--item->stats.food))
2085 {
1812 object *tmp; 2086 object *tmp;
2087
1813 if (item->arch) { 2088 if (item->arch)
2089 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 2090 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 2091 item->face = item->arch->clone.face;
1816 item->speed = 0; 2092 item->speed = 0;
1817 update_ob_speed(item); 2093 update_ob_speed (item);
1818 } 2094 }
1819 if ((tmp=is_player_inv(item))) 2095 if ((tmp = is_player_inv (item)))
1820 esrv_update_item(UPD_ANIM, tmp, item); 2096 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 2097 }
1822 } 2098 }
1823 else if (item->type == ROD || item->type==HORN) { 2099 else if (item->type == ROD || item->type == HORN)
2100 {
1824 drain_rod_charge(item); 2101 drain_rod_charge (item);
1825 } 2102 }
1826 } 2103 }
1827} 2104}
1828 2105
1829/* Received a fire command for the player - go and do it. 2106/* Received a fire command for the player - go and do it.
1830 */ 2107 */
2108void
1831void fire(object *op,int dir) { 2109fire (object *op, int dir)
2110{
1832 int spellcost=0; 2111 int spellcost = 0;
1833 2112
1834 /* check for loss of invisiblity/hide */ 2113 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 2114 if (action_makes_visible (op))
2115 make_visible (op);
1836 2116
1837 switch(op->contr->shoottype) { 2117 switch (op->contr->shoottype)
2118 {
1838 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.");
1839 return; 2150 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 2151 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
1875 default: 2157 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 2159 return;
1878 } 2160 }
1879} 2161}
1880 2162
1881 2163
1882 2164
1889 * inv is the objects inventory to searched 2171 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 2172 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 2173 * This function can be called recursively to search containers.
1892 */ 2174 */
1893 2175
2176object *
1894object * find_key(object *pl, object *container, object *door) 2177find_key (object *pl, object *container, object *door)
1895{ 2178{
1896 object *tmp,*key; 2179 object *tmp, *key;
1897 2180
1898 /* Should not happen, but sanity checking is never bad */ 2181 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 2182 if (container->inv == NULL)
2183 return NULL;
1900 2184
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 2188 if (door->type == DOOR && tmp->type == KEY)
2189 break;
1904 /* For sanity, we should really check door type, but other stuff 2190 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 2191 * (like containers) can be locked with special keys
1906 */ 2192 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 2194 break;
1909 } 2195 }
1910 /* No key found - lets search inventories now */ 2196 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 2199 * a key, return
1914 */ 2200 */
1915 if (!tmp) { 2201 if (!tmp)
2202 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204 {
1917 /* No reason to search empty containers */ 2205 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 2206 if (tmp->type == CONTAINER && tmp->inv)
2207 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 2208 if ((key = find_key (pl, tmp, door)) != NULL)
2209 return key;
1920 } 2210 }
1921 } 2211 }
2212 if (!tmp)
1922 if (!tmp) return NULL; 2213 return NULL;
1923 } 2214 }
1924 /* 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,
1925 * see if we actually want to use it 2216 * see if we actually want to use it
1926 */ 2217 */
1927 if (pl!=container) { 2218 if (pl != container)
2219 {
1928 /* Only let players use keys in containers */ 2220 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 2221 if (!pl->contr)
2222 return NULL;
1930 /* cases where this fails: 2223 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 2224 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 2225 * are not in the players inventory.
1933 * If the container is not active, return now since only active 2226 * If the container is not active, return now since only active
1934 * containers can be used. 2227 * containers can be used.
1935 * If we only search keyrings and the container does not have 2228 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 2229 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 2230 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 2231 * inv must have been an container and must have been active.
1939 * 2232 *
1940 * Change the color so that the message doesn't disappear with 2233 * Change the color so that the message doesn't disappear with
1941 * all the others. 2234 * all the others.
1942 */ 2235 */
1943 if (pl->contr->usekeys == key_inventory || 2236 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 2237 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 2239 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 2242 return NULL;
1952 } 2243 }
1953 } 2244 }
1954 return tmp; 2245 return tmp;
1955} 2246}
1956 2247
1957/* moved door processing out of move_player_attack. 2248/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 2249 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 2250 * such that the caller should not do anything more,
1960 * 0 otherwise 2251 * 0 otherwise
1961 */ 2252 */
2253static int
1962static int player_attack_door(object *op, object *door) 2254player_attack_door (object *op, object *door)
1963{ 2255{
1964 2256
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 2259 * otherwise, we fall through to the rest of the code.
1968 */ 2260 */
1969 object *key=find_key(op, op, door); 2261 object *key = find_key (op, op, door);
1970 2262
1971 /* IF we found a key, do some extra work */ 2263 /* IF we found a key, do some extra work */
1972 if (key) { 2264 if (key)
2265 {
1973 object *container=key->env; 2266 object *container = key->env;
1974 2267
1975 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);
1976 if(action_makes_visible(op)) make_visible(op); 2269 if (action_makes_visible (op))
2270 make_visible (op);
1977 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);
1978 if (door->type == DOOR) { 2273 if (door->type == DOOR)
2274 {
1979 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 */
1980 } 2276 }
1981 else if(door->type==LOCKED_DOOR) { 2277 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2278 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 2280 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2281 }
1986 /* Do this after we print the message */ 2282 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2283 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2284 /* Need to update the weight the container the key was in */
1989 if (container != op) 2285 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2286 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 2287 return 1; /* Nothing more to do below */
2288 }
1992 } else if (door->type==LOCKED_DOOR) { 2289 else if (door->type == LOCKED_DOOR)
2290 {
1993 /* Might as well return now - no other way to open this */ 2291 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2293 return 1;
1996 } 2294 }
1997 return 0; 2295 return 0;
1998} 2296}
1999 2297
2000/* This function is just part of a breakup from move_player. 2298/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2299 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2300 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2301 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2302 * going to try and move (not fire weapons).
2005 */ 2303 */
2006 2304
2305void
2007void move_player_attack(object *op, int dir) 2306move_player_attack (object *op, int dir)
2008{ 2307{
2009 object *tmp, *mon; 2308 object *tmp, *mon;
2010 sint16 nx, ny; 2309 sint16 nx, ny;
2011 int on_battleground; 2310 int on_battleground;
2012 mapstruct *m; 2311 maptile *m;
2013 2312
2014 nx=freearr_x[dir]+op->x; 2313 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2314 ny = freearr_y[dir] + op->y;
2016 2315
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2316 on_battleground = op_on_battleground (op, NULL, NULL);
2018 2317
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2321 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2325 * move_ob uses.
2027 */ 2326 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2030 m = get_map_from_coord(op->map, &nx, &ny); 2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2031 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)
2032 } 2339 {
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* 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)
2037 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;
2038 } 2410 }
2039 2411
2040 mon = NULL; 2412 /* in certain circumstances, you shouldn't attack friendly
2041 /* 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
2042 * 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
2043 * if its a door or barrel (can roll) see if there may be monsters 2415 * attack them either.
2044 * on the space
2045 */ 2416 */
2046 while (tmp!=NULL) { 2417 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2419#ifdef PROHIBIT_PLAYERKILL
2049 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);
2050 } 2433 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2434 else
2052 mon = tmp; 2435 {
2053 break; 2436 new_draw_info (0, 0, op, "You withhold your attack");
2054 } 2437 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2438 if (op->contr->tmp_invis || op->hide)
2056 mon = tmp; 2439 make_visible (op);
2057 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))
2058 } 2446 {
2059 2447 recursive_roll (mon, dir, op);
2060 if (mon==NULL) /* This happens anytime the player tries to move */ 2448 if (action_makes_visible (op))
2061 return; /* into a wall */ 2449 make_visible (op);
2450 }
2062 2451
2063 if(mon->head != NULL) 2452 /* Any generic living creature. Including things like doors.
2064 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 */
2065 2458
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2067 if (player_attack_door(op, mon)) return; 2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 {
2068 2462
2069 /* The following deals with possibly attacking peaceful 2463 /* If the player hasn't hit something this tick, and does
2070 * or frienddly creatures. Basically, all players are considered 2464 * so, give them speed boost based on weapon speed. Doing
2071 * unaggressive. If the moving player has peaceful set, then the 2465 * it here is better than process_players2, which basically
2072 * object should be pushed instead of attacked. It is assumed that 2466 * incurred a 1 tick offset.
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2467 */
2076 2468 if (!op->contr->has_hit)
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2469 {
2117 if (!op->contr->braced) { 2470 op->speed_left += op->speed / op->contr->weapon_sp;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2471
2119 (void) push_ob(mon,dir,op); 2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 } 2473 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2474
2126 /* If the object is a boulder or other rollable object, then 2475 skill_attack (mon, op, 0, NULL, NULL);
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op);
2132 }
2133 2476
2134 /* Any generic living creature. Including things like doors. 2477 /* If attacking another player, that player gets automatic
2135 * Way it works is like this: First, it must have some hit points 2478 * hitback, and doesn't loose luck either.
2136 * and be living. Then, it must be one of the following: 2479 * Disable hitback on the battleground or if the target is
2137 * 1) Not a player, 2) A player, but of a different party. Note 2480 * the wiz.
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */ 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
2150 if (!op->contr->has_hit) { 2486 mon->contr->has_hit = 1;
2151 op->speed_left += op->speed / op->contr->weapon_sp; 2487 skill_attack (op, mon, 0, NULL, NULL);
2152 2488 mon->stats.luck = luck;
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2489 }
2155 2490 if (action_makes_visible (op))
2156 skill_attack(mon, op, 0, NULL, NULL); 2491 make_visible (op);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 } 2492 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2493 } /* if player should attack something */
2173} 2494}
2174 2495
2496int
2175int move_player(object *op,int dir) { 2497move_player (object *op, int dir)
2498{
2176 int pick; 2499 int pick;
2177 2500
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2547}
2220 2548
2221/* 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
2222 * new client/server stuff. 2550 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2552 * the new speed values for commands.
2225 * 2553 *
2226 * Returns true if there are more actions we can do. 2554 * Returns true if there are more actions we can do.
2227 */ 2555 */
2556int
2228int handle_newcs_player(object *op) 2557handle_newcs_player (object *op)
2229{ 2558{
2230 if (op->contr->hidden) { 2559 if (op->contr->hidden)
2560 {
2231 op->invisible = 1000; 2561 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2562 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2563 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2564 * alternate it here for it to work correctly.
2235 */ 2565 */
2236 if (pticks & 2) op->invisible--; 2566 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2240 if(!op->invisible) { 2572 if (!op->invisible)
2573 {
2241 make_visible(op); 2574 make_visible (op);
2242 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.");
2243 } 2576 }
2244 } 2577 }
2245 2578
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2247 flee_player(op); 2581 flee_player (op);
2248 /* 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 */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2250 op->speed_left--; 2585 op->speed_left--;
2251 return 0; 2586 return 0;
2252 } 2587 }
2253 } 2588 }
2254 2589
2255 /* 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
2256 * 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
2257 * 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
2258 * 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.
2259 */ 2594 */
2260 if (op->contr->ranges[range_golem] && 2595 if (op->contr->ranges[range_golem] &&
2261 ((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)))
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { 2597 {
2263 op->contr->ranges[range_golem] = NULL; 2598 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0; 2599 op->contr->golem_count = 0;
2265 } 2600 }
2266 2601
2267 /* 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
2268 * the players time has been increased when doericserver has been 2603 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2604 * called, so we recheck it here.
2270 */ 2605 */
2271 HandleClient(&op->contr->socket, op->contr); 2606 HandleClient (&op->contr->socket, op->contr);
2272 if (op->speed_left<0) return 0; 2607 if (op->speed_left < 0)
2273
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction);
2283 if (op->speed_left>0) return 1;
2284 else return 0;
2285 }
2286 return 0; 2608 return 0;
2287}
2288 2609
2289int save_life(object *op) { 2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 object *tmp; 2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2291 2614
2292 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
2293 return 0; 2623 return 0;
2624 }
2625 return 0;
2626}
2294 2627
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2628int
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2629save_life (object *op)
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2630{
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2631 object *tmp;
2299 "Your %s vibrates violently, then evaporates.", 2632
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 }
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2315 enter_player_savebed(op); /* bring him home. */
2316 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;
2317} 2657}
2318 2658
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2662 * from.
2323 */ 2663 */
2664void
2324void remove_unpaid_objects(object *op, object *env) 2665remove_unpaid_objects (object *op, object *env)
2325{ 2666{
2326 object *next; 2667 object *next;
2327 2668
2328 while (op) { 2669 while (op)
2670 {
2329 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
2330 * we remove object 'op' 2672 * we remove object 'op'
2331 */ 2673 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2333 remove_ob(op); 2676 remove_ob (op);
2334 op->x = env->x; 2677 op->x = env->x;
2335 op->y = env->y; 2678 op->y = env->y;
2336 if (env->type == PLAYER) 2679 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2680 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2681 insert_ob_in_map (op, env->map, NULL, 0);
2339 } 2682 }
2683 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2684 remove_unpaid_objects (op->inv, env);
2341 op=next; 2685 op = next;
2342 } 2686 }
2343} 2687}
2344 2688
2345 2689
2346/* 2690/*
2348 * Moved from apply.c to player.c - player.c is what 2692 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2693 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2694 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2695 * but there isn't one in the server directory.
2352 */ 2696 */
2697char *
2353char *gravestone_text (object *op) 2698gravestone_text (object *op)
2354{ 2699{
2355 static char buf2[MAX_BUF]; 2700 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2701 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2702 time_t now = time (NULL);
2358 2703
2359 strcpy (buf2, " R.I.P.\n\n"); 2704 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2705 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2707 else
2363 sprintf (buf, "%s\n", &op->name); 2708 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2710 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2711 if (op->type == PLAYER)
2367 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);
2368 else 2713 else
2369 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);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2716 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2717 if (op->type == PLAYER)
2718 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2721 strcat (buf2, buf);
2376 } 2722 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2725 strcat (buf2, buf);
2380 return buf2; 2726 return buf2;
2381} 2727}
2382 2728
2383 2729
2384 2730
2731void
2385void do_some_living(object *op) { 2732do_some_living (object *op)
2733{
2386 int last_food=op->stats.food; 2734 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2735 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2736 int over_hp, over_sp, over_grace;
2389 int i; 2737 int i;
2390 int rate_hp = 1200; 2738 int rate_hp = 1200;
2391 int rate_sp = 2500; 2739 int rate_sp = 2500;
2392 int rate_grace = 2000; 2740 int rate_grace = 2000;
2393 const int max_hp = 1; 2741 const int max_hp = 1;
2394 const int max_sp = 1; 2742 const int max_sp = 1;
2395 const int max_grace = 1; 2743 const int max_grace = 1;
2396 2744
2397 if (op->contr->outputs_sync) { 2745 if (op->contr->outputs_sync)
2746 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 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)
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2749 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2750 }
2403 2751
2404 if(op->contr->state==ST_PLAYING) { 2752 if (op->contr->state == ST_PLAYING)
2753 {
2405 2754
2406 /* these next three if clauses make it possible to SLOW DOWN 2755 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2756 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2757 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2759 else
2760 {
2411 gen_hp = op->stats.maxhp; 2761 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2763 }
2414 if(op->contr->gen_sp >= 0 ) 2764 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2766 else
2767 {
2417 gen_sp = op->stats.maxsp; 2768 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2770 }
2420 if(op->contr->gen_grace >= 0) 2771 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2773 else
2774 {
2423 gen_grace = op->stats.maxgrace; 2775 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2777 }
2426 2778
2427 /* Regenerate Spell Points */ 2779 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2783 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2784 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2785 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2786 /* dms do not consume food */
2450 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;
2451 } 2794 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2845 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2846 /* wearing stuff doesn't detract from grace generation. */
2479 } 2847 }
2480 2848
2481 /* Regenerate Hit Points */ 2849 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2850 if (--op->last_heal < 0)
2851 {
2483 if(op->stats.hp<op->stats.maxhp) { 2852 if (op->stats.hp < op->stats.maxhp)
2853 {
2484 op->stats.hp++; 2854 op->stats.hp++;
2485 /* dms do not consume food */ 2855 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2857 {
2858 op->stats.food--;
2488 if(op->contr->digestion<0) 2859 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2860 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 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 }
2493 } 2882 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2883
2509 /* Digestion */ 2884 /* Digestion */
2510 if(--op->last_eat<0) { 2885 if (--op->last_eat < 0)
2886 {
2511#ifdef COZY_SERVER 2887#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2890#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2892#endif
2519 2893
2520 if(op->contr->gen_hp > 0) 2894 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2896 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2524 /* dms do not consume food */ 2898 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2899 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2900 op->stats.food--;
2901 }
2527 } 2902 }
2528 2903
2529 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 {
2530 object *tmp, *flesh=NULL; 2906 object *tmp, *flesh = NULL;
2531 2907
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2909 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 {
2535 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.");
2536 manual_apply(op,tmp,0); 2915 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2916 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2917 break;
2539 } 2918 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2919 else if (tmp->type == FLESH)
2920 flesh = tmp;
2541 } /* End if paid for object */ 2921 } /* End if paid for object */
2542 } /* end of for loop */ 2922 } /* end of for loop */
2543 /* 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
2544 * eat flesh instead. 2924 * eat flesh instead.
2545 */ 2925 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 {
2547 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.");
2548 manual_apply(op,flesh,0); 2929 manual_apply (op, flesh, 0);
2549 } 2930 }
2550 } /* end if player is starving */ 2931 } /* end if player is starving */
2551 2932
2552 while(op->stats.food<0&&op->stats.hp>0) 2933 while (op->stats.food < 0 && op->stats.hp > 0)
2553 op->stats.food++,op->stats.hp--; 2934 op->stats.food++, op->stats.hp--;
2554 2935
2555 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))
2556 kill_player(op); 2937 kill_player (op);
2557} 2938}
2558 2939
2559 2940
2560 2941
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2944 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2945 * file.
2565 */ 2946 */
2947void
2566void kill_player(object *op) 2948kill_player (object *op)
2567{ 2949{
2568 char buf[MAX_BUF]; 2950 char buf[MAX_BUF];
2569 int x,y,i; 2951 int x, y;
2952
2953 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2954 maptile *map; /* this is for resurrection */
2955
2571 int z; 2956 /* int z;
2572 int num_stats_lose; 2957 int num_stats_lose;
2573 int lost_a_stat; 2958 int lost_a_stat;
2574 int lose_this_stat; 2959 int lose_this_stat;
2575 int this_stat; 2960 int this_stat; */
2576 int will_kill_again; 2961 int will_kill_again;
2577 archetype *at; 2962 archetype *at;
2578 object *tmp; 2963 object *tmp;
2579 2964
2580 if(save_life(op)) 2965 if (save_life (op))
2581 return; 2966 return;
2582 2967
2583 2968
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2971 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2972 */
2588 if (op_on_battleground(op, &x, &y)) { 2973 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2974 {
2590 "You have been defeated in combat!"); 2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 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...");
2592 "Local medics have saved your life..."); 2977
2593
2594 /* restore player */ 2978 /* restore player */
2595 at = find_archetype("poisoning"); 2979 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2597 if (tmp) { 2981 if (tmp)
2982 {
2598 remove_ob(tmp); 2983 remove_ob (tmp);
2599 free_object(tmp); 2984 free_object (tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 } 2986 }
2602 2987
2603 at = find_archetype("confusion"); 2988 at = archetype::find ("confusion");
2604 tmp=present_arch_in_ob(at,op); 2989 tmp = present_arch_in_ob (at, op);
2605 if (tmp) { 2990 if (tmp)
2991 {
2606 remove_ob(tmp); 2992 remove_ob (tmp);
2607 free_object(tmp); 2993 free_object (tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2995 }
2610 2996
2611 cure_disease(op,0); /* remove any disease */ 2997 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2998 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2999 if (op->stats.food <= 0)
2614 3000 op->stats.food = 999;
3001
2615 /* create a bodypart-trophy to make the winner happy */ 3002 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 3003 tmp = arch_to_object (archetype::find ("finger"));
2617 if (tmp != NULL) 3004 if (tmp != NULL)
2618 { 3005 {
2619 sprintf(buf,"%s's finger", &op->name); 3006 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 3007 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 3008 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 3011 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 3012 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 3013 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 3014 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0); 3015 insert_ob_in_map (tmp, op->map, op, 0);
2630 }
2631 3016 }
3017
2632 /* teleport defeated player to new destination*/ 3018 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 3019 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 3020 op->contr->braced = 0;
2635 return; 3021 return;
2636 } 3022 }
2637 3023
2638 INVOKE_PLAYER (DEATH, op->contr); 3024 INVOKE_PLAYER (DEATH, op->contr);
2639 3025
2640 command_kill_pets (op, 0); 3026 command_kill_pets (op, 0);
2641 3027
2642 if(op->stats.food<0) { 3028 if (op->stats.food < 0)
3029 {
2643 if (op->contr->explore) { 3030 if (op->contr->explore)
3031 {
2644 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");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2646 op->stats.food=999; 3034 op->stats.food = 999;
2647 return; 3035 return;
2648 } 3036 }
2649 sprintf(buf,"%s starved to death.",&op->name); 3037 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 3038 strcpy (op->contr->killer, "starvation");
3039 }
3040 else
2651 } 3041 {
2652 else {
2653 if (op->contr->explore) { 3042 if (op->contr->explore)
3043 {
2654 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");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp; 3046 op->stats.hp = op->stats.maxhp;
2657 return; 3047 return;
2658 } 3048 }
2659 sprintf(buf,"%s died.", &op->name); 3049 sprintf (buf, "%s died.", &op->name);
2660 } 3050 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 3052
2663 /* save the map location for corpse, gravestone*/ 3053 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
2665 3057
2666 3058
2667 if (settings.not_permadeth == TRUE) { 3059 if (settings.not_permadeth == TRUE)
3060 {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 3061 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 3064 */
2672 3065
2673 /* Basically two ways to go - remove a stat permanently, or just 3066 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 3067 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 3068 * of death.
2676 */ 3069 */
2677#ifndef COZY_SERVER 3070#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 3071 if (settings.balanced_stat_loss)
3072 {
2679 /* If stat loss is permanent, lose one stat only. */ 3073 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 3075 more if they do. */
2682 /* Higher level characters can afford things such as potions of 3076 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 3077 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 3078 little bit harder. */
2685 /* GD */ 3079 /* GD */
2686 if (settings.stat_loss_on_death) 3080 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 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
2692 } 3086 {
3087 num_stats_lose = 1;
3088 }
2693 lost_a_stat = 0; 3089 lost_a_stat = 0;
2694 3090
2695 for (z=0; z<num_stats_lose; z++) { 3091 for (z = 0; z < num_stats_lose; z++)
3092 {
2696 i = RANDOM() % NUM_STATS; 3093 i = RANDOM () % NUM_STATS;
2697 3094
2698 if (settings.stat_loss_on_death) { 3095 if (settings.stat_loss_on_death)
3096 {
2699 /* 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
2700 * what he lost. 3098 * what he lost.
2701 */ 3099 */
2702 change_attr_value(&(op->stats), i,-1); 3100 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 3101 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 3102 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 3103 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 3105 lost_a_stat = 1;
3106 }
2708 } else { 3107 else
3108 {
2709 /* deplete a stat */ 3109 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 3110 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 3111 object *dep;
2712 3112
2713 dep = present_arch_in_ob(deparch,op); 3113 dep = present_arch_in_ob (deparch, op);
2714 if(!dep) { 3114 if (!dep)
3115 {
2715 dep = arch_to_object(deparch); 3116 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 3117 insert_ob_in_ob (dep, op);
2717 } 3118 }
2718 lose_this_stat = 1; 3119 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 3120 if (settings.balanced_stat_loss)
3121 {
2720 /* GD */ 3122 /* GD */
2721 /* Get the stat that we're about to deplete. */ 3123 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 3124 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 3125 if (this_stat < 0)
3126 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 3128 int keep_chance = this_stat * this_stat;
3129
2726 /* Yes, I am paranoid. Sue me. */ 3130 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 3131 if (keep_chance < 1)
2728 keep_chance = 1; 3132 keep_chance = 1;
2729 3133
2730 /* There is a maximum depletion total per level. */ 3134 /* There is a maximum depletion total per level. */
2731 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)
2732 lose_this_stat = 0; 3144 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* 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",
2740 this_stat, keep_chance, loss_chance, 3146 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */ 3147 lose_this_stat?"LOSE":"KEEP"); */
2742 } 3148 }
2743 } 3149 }
2744 } 3150 }
2745 3151
2746 if (lose_this_stat) { 3152 if (lose_this_stat)
3153 {
2747 this_stat = get_attr_value(&(dep->stats), i); 3154 this_stat = get_attr_value (&(dep->stats), i);
2748 /* We could try to do something clever like find another 3155 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if 3156 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low 3157 * stats have been depleted to -50, all are pretty low
2751 * 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
2752 * difference. 3159 * difference.
2753 */ 3160 */
2754 if (this_stat>=-50) { 3161 if (this_stat >= -50)
3162 {
2755 change_attr_value(&(dep->stats), i, -1); 3163 change_attr_value (&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED); 3164 SET_FLAG (dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2758 fix_player(op); 3166 fix_player (op);
2759 lost_a_stat = 1; 3167 lost_a_stat = 1;
2760 } 3168 }
2761 } 3169 }
2762 } 3170 }
2763 } 3171 }
2764 /* If no stat lost, tell the player. */ 3172 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 3173 if (!lost_a_stat)
2766 { 3174 {
2767 /* determine_god() seems to not work sometimes... why is this? 3175 /* determine_god() seems to not work sometimes... why is this?
2768 Should I be using something else? GD */ 3176 Should I be using something else? GD */
2769 const char *god = determine_god(op); 3177 const char *god = determine_god (op);
3178
2770 if (god && (strcmp(god, "none"))) 3179 if (god && (strcmp (god, "none")))
2771 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);
2772 "moment you feel the holy presence of %s protecting"
2773 " you.", god);
2774 else 3181 else
2775 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.");
2776 " 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;
2777 } 3288 }
2778#endif 3289 insert_ob_in_ob (force, op);
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 3290 fix_player (op);
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 3291
2782 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone.
2784 */
2785 tmp=arch_to_object(find_archetype("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2789 "who was killed\n"
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0);
2796
2797 /**************************************/
2798 /* */
2799 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */
2803 /**************************************/
2804
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823 3292 }
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 3293
2825 apply_death_exp_penalty(op); 3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2826 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);
2827 op->stats.hp = op->stats.maxhp; 3330 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 3331 op->stats.food = 999;
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 3332
2831 /* 3333 /* set the location of where the person will reappear when */
2832 * 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 */
2833 * the player has any unpaid items. If so, remove them and put them back 3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
2834 * in the map. 3336 if (op->map != NULL)
2835 */ 3337 op->map = NULL;
2836 3338 op->x = settings.emergency_x;
2837 if (is_in_shop (op)) 3339 op->y = settings.emergency_y;
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/
2841 /* */
2842 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */
2844 /* */
2845 /****************************************/
2846
2847 enter_player_savebed(op);
2848
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0;
2853 save_player(op,1); 3340 save_player (op, 0);
2854 3341 op->map = map;
2855 /* it is possible that the player has blown something up 3342 /* please see resurrection.c: peterm */
2856 * at his savebed location, and that can have long lasting 3343 dead_player (op);
2857 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player.
2859 */
2860 will_kill_again=0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2862 if (tmp->type ==SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype;
2864 }
2865 if (will_kill_again) {
2866 object *force;
2867 int at;
2868
2869 force=get_archetype(FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0;
2873 SET_FLAG(force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) {
2875 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100;
2877 } 3344 }
2878 insert_ob_in_ob(force, op); 3345 else
2879 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)
2880 3389 {
2881 } 3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2882 /**************************************/ 3391 free_object (tmp2);
2883 /* */ 3392 insert_ob_in_map (tmp, op->map, NULL, 0);
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else {
2936 delete_character(op->name,1);
2937 } 3393 }
2938 } 3394 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2); 3395 free_object (tmp);
3396 }
3397 else
2974 insert_ob_in_map(tmp,op->map,NULL,0); 3398 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 3399 }
2980} 3400}
2981 3401
2982/* 3402/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3403 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 3405 * was changed.
2986 */ 3406 */
2987 3407
3408void
2988void fix_weight(void) { 3409fix_weight (void)
3410{
2989 player *pl; 3411 player *pl;
3412
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416
2992 if(old == sum) 3417 if (old == sum)
2993 continue; 3418 continue;
2994 fix_player(pl->ob); 3419 fix_player (pl->ob);
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3421 }
2998} 3422}
2999 3423
3424void
3000void fix_luck(void) { 3425fix_luck (void)
3426{
3001 player *pl; 3427 player *pl;
3428
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3429 for (pl = first_player; pl != NULL; pl = pl->next)
3003 if (!pl->ob->contr->state) 3430 if (!pl->ob->contr->state)
3004 change_luck(pl->ob, 0); 3431 change_luck (pl->ob, 0);
3005} 3432}
3006 3433
3007 3434
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3435/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3436 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3437 * just treat this as any other spell casting object.
3011 */ 3438 */
3012 3439
3013void 3440void
3014cast_dust (object * op, object * throw_ob, int dir) 3441cast_dust (object *op, object *throw_ob, int dir)
3015{ 3442{
3016 object *skop, *spob; 3443 object *skop, *spob;
3017 3444
3018 skop = find_skill_by_name (op, throw_ob->skill); 3445 skop = find_skill_by_name (op, throw_ob->skill);
3019 3446
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3447 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3448 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3449 {
3023 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);
3024 &op->name);
3025 return; 3451 return;
3026 } 3452 }
3027 3453
3028 spob = throw_ob->inv; 3454 spob = throw_ob->inv;
3029 3455
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3458 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3459 if (!spob)
3034 { 3460 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3462 return;
3038 } 3463 }
3039 3464
3040 if (op->type == PLAYER) 3465 if (op->type == PLAYER)
3041 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);
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3046 remove_ob (throw_ob); 3471 remove_ob (throw_ob);
3047 free_object (throw_ob); 3472 free_object (throw_ob);
3048} 3473}
3049 3474
3475void
3050void make_visible (object *op) { 3476make_visible (object *op)
3477{
3051 op->hide = 0; 3478 op->hide = 0;
3052 op->invisible = 0; 3479 op->invisible = 0;
3053 if(op->type==PLAYER) { 3480 if (op->type == PLAYER)
3481 {
3054 op->contr->tmp_invis = 0; 3482 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3483 op->contr->invis_race = 0;
3056 } 3484 }
3057 update_object(op,UP_OBJ_FACE); 3485 update_object (op, UP_OBJ_FACE);
3058} 3486}
3059 3487
3488int
3060int is_true_undead(object *op) { 3489is_true_undead (object *op)
3490{
3061 object *tmp=NULL; 3491 object *tmp = NULL;
3062 3492
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1;
3064 3495
3065 if(op->type==PLAYER) 3496 if (op->type == PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below) 3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3069 return 0; 3501 return 0;
3070} 3502}
3071 3503
3072/* look at the surrounding terrain to determine 3504/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3505 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3506 * indicate greater hideability.
3075 */ 3507 */
3076 3508
3509int
3077int hideability(object *ob) { 3510hideability (object *ob)
3511{
3078 int i,level=0, mflag; 3512 int i, level = 0, mflag;
3079 sint16 x,y; 3513 sint16 x, y;
3080 3514
3081 if(!ob||!ob->map) return 0; 3515 if (!ob || !ob->map)
3516 return 0;
3082 3517
3083 /* so, on normal lighted maps, its hard to hide */ 3518 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3519 level = ob->map->darkness - 2;
3085 3520
3086 /* this also picks up whether the object is glowing. 3521 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3523 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3524 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness));
3090 3526
3091 /* scan through all nearby squares for terrain to hide in */ 3527 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3531 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue;
3534 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3536 level += 2;
3097 else /* open terrain! */ 3537 else /* open terrain! */
3098 level -= 1; 3538 level -= 1;
3099 } 3539 }
3100 3540
3101#if 0 3541#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3542 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3543#endif
3104 return level; 3544 return level;
3105} 3545}
3106 3546
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3547/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3548 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3549 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3550 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3551 */
3112 3552
3553void
3113void do_hidden_move (object *op) { 3554do_hidden_move (object *op)
3555{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3557 object *skop;
3116 3558
3117 if(!op || !op->map) return; 3559 if (!op || !op->map)
3560 return;
3118 3561
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3563
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3565 if (op->type == PLAYER && op->contr->run_on)
3566 {
3123 if(!skop || num >= skop->level) { 3567 if (!skop || num >= skop->level)
3568 {
3124 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!");
3125 make_visible(op); 3570 make_visible (op);
3126 return; 3571 return;
3572 }
3573 else
3127 } else num += 20; 3574 num += 20;
3128 } 3575 }
3129 num += op->map->difficulty; 3576 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */ 3577 hide = hideability (op); /* modify by terrain hidden level */
3131 num -= hide; 3578 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 {
3133 make_visible(op); 3581 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3582 if (op->type == PLAYER)
3135 "You moved out of hiding! You are visible!"); 3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3136 } 3584 }
3137 else if (op->type == PLAYER && skop) { 3585 else if (op->type == PLAYER && skop)
3586 {
3138 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);
3139 } 3588 }
3140} 3589}
3141 3590
3142/* determine if who is standing near a hostile creature. */ 3591/* determine if who is standing near a hostile creature. */
3143 3592
3593int
3144int stand_near_hostile( object *who ) { 3594stand_near_hostile (object *who)
3595{
3145 object *tmp=NULL; 3596 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3597 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3598 maptile *m;
3148 sint16 x,y; 3599 sint16 x, y;
3149 3600
3150 if(!who) return 0; 3601 if (!who)
3602 return 0;
3151 3603
3152 if(who->type==PLAYER) player=1; 3604 if (who->type == PLAYER)
3605 player = 1;
3606
3607 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3609
3155 /* search adjacent squares */ 3610 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3611 for (i = 1; i < 9; i++)
3612 {
3157 x = who->x+freearr_x[i]; 3613 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3614 y = who->y + freearr_y[i];
3159 m = who->map; 3615 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3616 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3617 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3618 * blocked, don't need to check this space.
3163 */ 3619 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3620 if (mflags & P_OUT_OF_MAP)
3621 continue;
3165 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)))
3166 3623 continue;
3624
3167 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)
3168 if((player||friendly) 3626 {
3169 &&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)
3170 return 1; 3633 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3634 }
3177 } 3635 }
3178 } 3636 }
3179 return 0; 3637 return 0;
3180} 3638}
3181 3639
3182/* check the player los field for viewability of the 3640/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3641 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3650 * -b.t.
3193 * This function is now map tiling safe. 3651 * This function is now map tiling safe.
3194 */ 3652 */
3195 3653
3654int
3196int player_can_view (object *pl,object *op) { 3655player_can_view (object *pl, object *op)
3656{
3197 rv_vector rv; 3657 rv_vector rv;
3198 int dx,dy; 3658 int dx, dy;
3199 3659
3200 if(pl->type!=PLAYER) { 3660 if (pl->type != PLAYER)
3661 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3662 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3663 return -1;
3203 } 3664 }
3204 if (!pl || !op) return 0; 3665 if (!pl || !op)
3205
3206 if(op->head) { op = op->head; }
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 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;
3230} 3696}
3231 3697
3232/* routine for both players and monsters. We call this when 3698/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3699 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3700 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3701 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3702 * return 0.
3237 */ 3703 */
3704int
3238int action_makes_visible (object *op) { 3705action_makes_visible (object *op)
3706{
3239 3707
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3711 return 0;
3243 3712
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3245 3715
3246 /* If monsters, they should become visible */ 3716 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3248 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");
3249 return 1; 3720 return 1;
3250 } 3721 }
3251 } 3722 }
3252 return 0; 3723 return 0;
3253} 3724}
3254 3725
3255/* op_on_battleground - checks if the given object op (usually 3726/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3727 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3728 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3729 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3733 */
3734int
3263int op_on_battleground (object *op, int *x, int *y) { 3735op_on_battleground (object *op, int *x, int *y)
3736{
3264 object *tmp; 3737 object *tmp;
3265 3738
3266 /* A battleground-tile needs the following attributes to be valid: 3739 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3742 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3743 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3744 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3746 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3751 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3752 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3755 object *invtmp;
3756
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3758 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3283 if (x != NULL && y != NULL) 3761 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3763 return 1;
3764 }
3286 } 3765 }
3287 } 3766 }
3288 }
3289 if (x != NULL && y != NULL) 3767 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3769 return 1;
3770 }
3292 } 3771 }
3293 }
3294 } 3772 }
3295 /* If we got here, did not find a battleground */ 3773 /* If we got here, did not find a battleground */
3296 return 0; 3774 return 0;
3297} 3775}
3298 3776
3299/* 3777/*
3303 * attributes: 3781 * attributes:
3304 * object *who the dragon player 3782 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3783 * int atnr the attack-number of the ability focus
3306 * int level ability level 3784 * int level ability level
3307 */ 3785 */
3786void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3787dragon_ability_gain (object *who, int atnr, int level)
3788{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3789 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3790 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3791 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3792 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3793 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3794 int i = 0, j = 0;
3315 3795
3316 /* get the appropriate treasurelist */ 3796 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3797 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3798 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3799 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3800 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3801 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3802 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3803 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3804 trlist = find_treasurelist ("dragon_ability_poison");
3325 3805
3326 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))
3327 return; 3823 return;
3328 3824
3329 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);
3330 tr = tr->next, i++); 3826 do_learn_spell (who, item, 0);
3331 3827 return;
3332 if (tr == NULL || tr->item == NULL) { 3828 }
3333 /* 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))
3334 return; 3839 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3840 if (item->invisible)
3841 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3843 do_learn_spell (who, item->inv, 0);
3360 return; 3844 return;
3361 } 3845 }
3362 } 3846 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3847 else if (item->type == SKILL_TOOL && item->invisible)
3848 {
3364 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 {
3365 3851
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3852 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3855 * but not all of them, he gets nothing.
3370 */ 3856 */
3371 if (!(skop->attacktype & item->attacktype)) { 3857 if (!(skop->attacktype & item->attacktype))
3858 {
3372 /* Give new attacktype */ 3859 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3860 skop->attacktype |= item->attacktype;
3374 3861
3375 /* always add physical if there's none */ 3862 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3863 skop->attacktype |= AT_PHYSICAL;
3377 3864
3378 if (item->msg != NULL) 3865 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3866 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3867
3381 /* Give player new face */ 3868 /* Give player new face */
3382 if (item->animation_id) { 3869 if (item->animation_id)
3870 {
3383 who->face = skop->face; 3871 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3872 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3873 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3874 who->last_anim = 0;
3387 who->state = 0; 3875 who->state = 0;
3388 animate_object(who, who->direction); 3876 animate_object (who, who->direction);
3389 } 3877 }
3390 } 3878 }
3391 } 3879 }
3392 } 3880 }
3393 else if (item->type == FORCE) { 3881 else if (item->type == FORCE)
3882 {
3394 /* forces in the treasurelist can alter the player's stats */ 3883 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3884 object *skin;
3885
3396 /* first get the dragon skin force */ 3886 /* first get the dragon skin force */
3397 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);
3398 skin=skin->below);
3399 if (skin == NULL) return; 3888 if (skin == NULL)
3400 3889 return;
3890
3401 /* adding new spellpath attunements */ 3891 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3894 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3895
3405 /* print message */ 3896 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3897 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3898 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3899 {
3408 if(item->path_attuned & (1<<i)) { 3900 if (item->path_attuned & (1 << i))
3901 {
3409 if (j) 3902 if (j)
3410 strcat(buf," and "); 3903 strcat (buf, " and ");
3411 else 3904 else
3412 j = 1; 3905 j = 1;
3413 strcat(buf, spellpathnames[i]); 3906 strcat (buf, spellpathnames[i]);
3414 } 3907 }
3415 } 3908 }
3416 strcat(buf,"."); 3909 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3911 }
3419 3912
3420 /* evtl. adding flags: */ 3913 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3914 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3915 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3916 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3917 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3919 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3920
3428 /* print message if there is one */ 3921 /* print message if there is one */
3429 if (item->msg != NULL) 3922 if (item->msg != NULL)
3430 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
3431 } 3926 {
3432 else {
3433 /* generate misc. treasure */ 3927 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3928 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3930 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3931 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3932 esrv_send_item (who, tmp);
3439 } 3933 }
3440} 3934}
3441 3935
3442/** 3936/**
3443 * 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
3444 * not readied. 3938 * not readied.
3445 */ 3939 */
3940void
3446void player_unready_range_ob(player *pl, object *ob) { 3941player_unready_range_ob (player *pl, object *ob)
3942{
3447 rangetype i; 3943 rangetype i;
3448 3944
3449 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 {
3450 if (pl->ranges[i] == ob) { 3947 if (pl->ranges[i] == ob)
3948 {
3451 pl->ranges[i] = NULL; 3949 pl->ranges[i] = NULL;
3452 if (pl->shoottype == i) { 3950 if (pl->shoottype == i)
3951 {
3453 pl->shoottype = range_none; 3952 pl->shoottype = range_none;
3454 } 3953 }
3455 } 3954 }
3456 } 3955 }
3457} 3956}

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